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Power Trees

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Level 0  ·  Unlocked at PrologueOne free choice, then 500 points per ability
Free Choice
Camouflage
Fully shift fur pattern or color to blend into surroundings.
Passive
Free Choice
Primal Arsenal
Grow or retract claws, fangs, or spines at will.
Passive · Base attack d10
Free Choice
Keen Sense
Sharpen one sense to that of a specific animal.
Passive
Free Choice
Partial Armor
Partial shift of skin texture for minor area-based protection.
Passive
Free Choice
Primal Lunge
Launch yourself at a target with explosive speed.
d10 damage
Free Choice
Spine Volley
Launch a volley of spines or quills at a target from short range.
d10 damage · Ranged
Custom Ability
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Custom Ability
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Level 1  ·  Unlocked at Prologue1,000 points per ability
Small Land Shift
Fully shift into small-tier land animals.
30 HP · Base attack d12
Nature's Knowledge
Identify any plant, animal, or natural substance by scent or taste alone. Always know if something is poisonous, edible, or medicinal.
Passive
Vocal Mimicry
Perfectly mimic any voice or sound you have heard.
Passive
Partial Shift
Partial shift of one body part from small and medium-tier land animals.
Passive
Animal Pacifism
Animals will not attack you unprovoked.
Passive
Claw Rake
Rake your claws across a target in a rapid series of strikes, hitting twice.
d12 damage · Hits twice · Once per fight
Primal Arsenal Boon
Your claws and fangs become unnaturally sharp for a short time.
d12 damage · 2 turns · Twice per fight
Hunter's Mark
Mark a single target at the start of a fight. You always know their exact location regardless of invisibility or darkness, and deal +5 flat damage against them for the rest of the fight.
Once per fight · Must be used before target becomes invisible
Thick Hide
Temporarily harden your skin, absorbing the next 15 flat damage before it breaks.
Absorbs 15 flat damage · Twice per fight
Feral Frenzy
After being struck, your pain and rage fuel your next attack. Adds d12 bonus damage to your next attack after taking a hit.
d12 bonus damage · Once per fight
Custom Ability
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Custom Ability
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Level 2  ·  Unlocked at Chapter 12,000 points per ability
Sky & Aquatic Shift
Fully shift into small-tier flying and aquatic animals.
30 HP · Base attack d20
Speak to Animals
Understand the spoken language of all earth-based creatures.
Passive
Animal Sense
Sense the presence of any animal nearby.
Passive
Partial Shift II
Partial shift of up to two body parts from small and medium-tier land and flying animals.
Passive · Requires Partial Shift I
Tail Slam
Slam your tail into a target with incredible force. On a roll of 15 or higher the target cannot move for 1 turn.
d20 damage · Once per fight · Does not work on main bosses
Pack Howl
Release an ear-splitting howl that disorients nearby targets and forces one enemy's attention onto you. On a roll of 15 or higher the target rolls with disadvantage for 1 turn.
d20 damage · Once per fight
Ambush
If you attack a target before they know you're there, your first strike deals double damage.
Double damage · Once per fight
Echolocation
Emit an inaudible frequency that maps out your surrounding area regardless of visibility. Reveals all hidden targets and terrain nearby.
Passive · Ranged
Shedding
Rapidly shed skin, fur, or scales to slip out of any physical restraint, grab, or immobilization effect.
Once per fight
Adrenaline
The first time you take damage in a fight your body floods with adrenaline. Your next action deals bonus d20 damage and you cannot be slowed or immobilized for 1 turn.
d20 bonus damage · Passive · Once per fight
Custom Ability
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Custom Ability
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Level 3  ·  Unlocked at Chapter 23,500 points per ability
Medium Shift
Fully shift into medium-tier land, flying, and aquatic animals.
50 HP · Base attack d30
Venom Shift
Fully shift into small-tier venomous animals. On a successful strike, venom drops the target one dice tier for one turn.
30 HP · Base attack d30
Piercing Strike
Your claws, teeth, and partial shifts strike with enough force to pierce natural armor, thick hide, and physical barriers. Attacks that go through barriers deal half damage through them.
Passive
Partial Shift III
Partial shift of up to three body parts from small, medium, and large-tier land and flying animals.
Passive · Requires Partial Shift II
Spine Volley II
Launch a powerful volley of spines at a target, hitting twice.
d30 damage · Ranged · Hits twice · Once per fight · Requires Spine Volley I
Venom Spit
Spit a concentrated glob of venom at a target. Applies venom if a venomous shift is unlocked.
d30 damage · Ranged · Once per fight
Regeneration
Your body begins rapidly closing wounds mid-fight. Recover 10 flat HP at the start of each of your turns for 3 turns.
10 HP/turn · 3 turns · Once per fight
Bone Crush
Deliver a strike targeting an opponent's limb. On a roll of 20 or higher the target's movement or attack capability is reduced by one dice tier for 2 turns.
d30 damage · Once per fight
Intercept
Charge at full speed toward an incoming attack targeting an ally. If you reach them in time you take the hit instead, dealing d30 damage to the attacker on the same movement.
Reaction · d30 damage · Once per fight
Phantom Pains
Your body has learned to fight through pain. The first time each fight you would roll with disadvantage you instead roll normally.
Passive · Once per fight
Custom Ability
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Custom Ability
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Level 4  ·  Unlocked at Chapter 35,000 points per ability
Venom Shift II
Fully shift into medium-tier venomous animals. Venom drops the target one dice tier for two turns on a successful strike.
50 HP · Base attack d40 · Requires Venom Shift I
Aquatic Shift II
Fully shift into medium-tier aquatic animals.
50 HP · Base attack d40 · Requires Aquatic Shift I
Naturally Resistant
Take 35% reduced damage from all sources while fully shifted. Decay and corruption effects deal 75% reduced damage.
Passive
Creature Command
Compel an animal to follow a simple instruction.
Passive
Partial Shift IV
Partial shift of up to four body parts. Each selected part applies its unique effect simultaneously, stacking where applicable.
Passive · Requires Partial Shift III
Claw Rake II
Rake your claws across a target in a series of strikes, hitting twice.
d40 damage · Hits twice · Once per fight · Requires Claw Rake I
Primal Roar
Release a nerve-shattering roar that shakes targets to their core. On a roll of 20 or higher the target cannot act for 1 turn. Forces nearby enemy attention onto you.
d40 damage · Once per fight · Does not work on main bosses
Rage
When reduced below 30 HP all your attacks deal bonus d20 damage until the fight ends or you are healed above 30 HP.
d20 bonus damage · Passive
Molt
Shed and instantly regrow your outer layer of fur, purging all active debuffs, decay effects, and status conditions from yourself.
Once per fight · Does not count as outside intervention for Full Necrosis
Patience
If you spend a turn without attacking, your next attack deals double damage as your pent up energy is unleashed.
Double damage · Once per turn · Requires one turn of no attacking
Custom Ability
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Custom Ability
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Level 5  ·  Unlocked at Chapter 47,000 points per ability
Large Shift
Fully shift into large-tier land and flying animals.
80 HP · Base attack d50
Companion Bond
Bond with a single small or medium-tier animal as a permanent companion unless killed.
40 HP · Base attack d50
Double Vision
See through the eyes of your companion and nearby animals.
Passive
Swarm Form
Shift into a small-tier swarm of creatures that attacks as a single unit.
50 HP shared across swarm · d50
Spectral Strike
While shifted, sense and physically strike intangible, invisible, or hidden targets.
Passive
Venom Spit II
Spit a glob of concentrated venom at a target. Applies venom if a venomous shift is unlocked.
d50 damage · Ranged · Twice per fight · Requires Venom Spit I
Pounce
Leap onto a target, pinning them with overwhelming force. On a roll of 25 or higher the target cannot move for 2 turns.
d50 damage · Once per fight · Does not work on main bosses
Pack Synchrony
Your companion and you act in perfect unison. Once per fight your companion can take their action on your turn in addition to their own turn.
Once per fight
Gluttony
After defeating an enemy, briefly absorb their strength. Gain 20 flat HP and deal bonus d20 damage on your next attack.
20 flat HP · d20 bonus · Once per fight · Requires landing the killing blow
Nature's Wrath
Channel your raw fury into one strike. Every partial shift effect you currently have active contributes bonus damage.
d50 base + d10 per active partial shift · Once per fight
Custom Ability
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Custom Ability
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Level 6  ·  Unlocked at Chapter 59,000 points per ability
Venom Shift III
Fully shift into large-tier venomous animals. Venom drops the target two dice tiers for two turns on a successful strike.
80 HP · Base attack d60 · Requires Venom Shift II
Aquatic Shift III
Fully shift into large-tier aquatic animals.
80 HP · Base attack d60 · Requires Aquatic Shift II
Creature Command II
Compel an animal to follow complex commands.
Passive · Requires Creature Command I
Companion Bond II
Bond with a single large-tier animal as a permanent companion unless killed.
70 HP · Base attack d60 · Requires Companion Bond I
Partial Shift V
Partial shift of up to five body parts. Each selected part applies its unique effect simultaneously, stacking where applicable.
Passive · Requires Partial Shift IV
Feral Strike
Strike a target with brutal, feral strength. Deals full damage if the target is already debuffed.
d60 damage · Twice per fight
Primal Lunge II
Launch yourself at a target with unstoppable force. On a roll of 30 or higher the target is tripped.
d60 damage · Twice per fight · Requires Primal Lunge I
Blood Frenzy
Every time you land a hit on the same target in the same fight your damage against them increases by d10 cumulatively.
Passive · Caps at d100 · One target per fight
Living Fortress
Plant yourself in place and become an immovable wall. While stationary you take 50% reduced damage and any ally behind you takes 75% reduced damage.
Passive · Cannot move while active
Carrion Call
Release a shriek that draws every wild animal in the surrounding area to your location. They attack your enemies for 2 turns before dispersing.
Once per fight · Environment dependent · 2 turns
Custom Ability
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Custom Ability
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Level 7  ·  Unlocked at Chapter 612,000 points per ability
Primordial Shift
Fully shift into mythological and extinct animals.
120 HP · Base attack d100
Mirror Image
Copy the exact physical appearance and abilities of another cat or NPC. Copied abilities use Lykan's own dice tier.
Once per fight until broken
Hybrid
Partial shift of any number of body parts from any tier simultaneously. Full hybrid form excluding extinct and mythical.
Passive
Tenacity
While in any shifted form, incoming damage that would otherwise kill you instead drops you to 1 HP. You cannot be one-shot in a shifted form.
Once per fight · Passive
Crushing Jaws
Deliver a bone-crushing bite that demolishes anything in its path. On a roll of 40 or higher the target rolls with disadvantage for 3 turns.
d100 damage · Once per fight
Primal Roar II
Release a nerve-shattering roar that overwhelms everything nearby. On a roll of 50 or higher the target cannot act for 2 turns. Forces all enemy attention onto you.
d100 damage · Once per fight · Requires Primal Roar I
Nine Lives
Death is not the end. If you are reduced to 0 HP you immediately shift into your most powerful unlocked form at full HP and continue fighting. The shifted form must be defeated separately.
Once per chapter · Does not work with Tenacity
My Prey
Lock onto a single target. For the next 3 turns every attack you make against that target automatically hits and cannot be dodged, phased through, or avoided.
3 turns · Once per fight
Apex Predator
Every partial shift, venom effect, and damage buff you have active simultaneously combines into a single strike. All active effects apply their full damage in one hit.
d100 base · Once per fight · Consumes all active buffs
Iron Will
Completely negate one attack directed at you, taking zero damage regardless of the source, power type, or damage amount.
Reaction · Once per fight
Custom Ability
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Custom Ability
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Level 0  ·  Unlocked at PrologueOne free choice, then 500 points per ability
Free Choice
Thermal Resistance
You are naturally resistant to extreme cold and heat. Neither affects you the way they would others.
Passive
Free Choice
Lightning Immunity
You are completely immune to being shocked, electrocuted, or struck by lightning.
Passive
Free Choice
Windborn
Your movements are slightly aided by the wind. You are naturally faster and lighter on your feet and wings.
Passive
Free Choice
Ironlungs
You can hold your breath indefinitely. Water, smoke, and airborne toxins cannot affect you.
Passive
Free Choice
Static Burst
Release a brief burst of static electricity from your body.
d10 damage · Close range
Free Choice
Wind Blade
Release a sharp burst of compressed wind.
d10 damage · Ranged
Custom Ability
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Custom Ability
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Level 1  ·  Unlocked at Prologue1,000 points per ability
Wind Gust
Summon a strong directed gust of wind. On a roll of 8 or higher the target rolls with disadvantage on their next action.
Base attack d12
Static Touch
Conduct a sharp electrical shock through direct touch. On a roll of 8 or higher the target rolls with disadvantage on their next action.
d12 damage
Wind Wall
Create a sustained wall of wind that blocks all incoming projectiles until destroyed.
Passive · Wall: 20 HP
Air Current
Pull a target toward you or push them away using a directed burst of wind.
Passive
Featherfall
Wind cushions every descent. You never take fall damage regardless of height.
Passive
Pressure Wave
Send a sudden wave of pressurized air in one direction. Hits up to 2 targets in a line on a roll of 12.
d12 damage
Ice Shard
Launch a sharp shard of ice at a target.
d12 damage · Ranged
Conductor
Your body naturally attracts and channels electricity from the environment. In stormy or electrically charged environments all your electrical attacks automatically trigger their bonus effects without needing a dice roll.
Passive · Environment dependent
Updraft
Create a powerful column of air beneath yourself or an ally. Launches the target upward giving them aerial advantage. 25% chance incoming attacks miss them for 1 turn.
Once per fight
Grounded
Plant yourself firmly using wind pressure, making yourself impossible to move, knock back, or reposition.
Passive · Cannot attack while active
Custom Ability
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Custom Ability
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Level 2  ·  Unlocked at Chapter 12,000 points per ability
Flash Freeze
Flash freeze a small area of ground instantly. Anyone standing on it loses their footing. On a roll above 10 targets roll with disadvantage on their next action.
d20 damage · Once per fight
Hydro Blast
Pull moisture from the air and condense it into a pressurized blast directed at a single target.
d20 damage
Rolling Veil
Call upon a fog or mist thick enough to drop visibility to near zero in a moderate area. After any enemy attacks while inside the fog, they must roll a d4. On a 1 their attack misses entirely.
Once per fight · Miss chance applies once per fight
Walk on Water
Walk on water and ice as if it were solid ground.
Passive
Thunder Clap
Slam two bursts of air together creating a deafening shockwave. On a roll of 15 or more the target rolls with disadvantage.
d20 damage · Once per fight
Static Field
Release a sustained field of static electricity around your body. Damages anything in contact range for two turns.
d20 damage on contact · Close range · 2 turns · Once per fight
Hailstorm
Summon a localized storm of hail over a small area. Slows movement and obscures vision.
d10/turn · 2 turns · Reduces movement · Once per fight
Frost Armor
Encase yourself in a thin layer of ice that absorbs incoming damage. When it shatters it releases a burst of ice shards dealing d20 to anything in close range.
Absorbs 25 flat damage · d20 burst on shatter · Once per fight
Calm before the Storm
Create a small calm area in the center of chaos. Allies inside are unaffected by weather effects or environmental hazards.
Passive · Radius moves with you
Pressure Drop
Rapidly drop the air pressure around a single target. They feel disoriented and sluggish, rolling with disadvantage on their next action.
d20 damage · Once per fight
Custom Ability
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Custom Ability
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Level 3  ·  Unlocked at Chapter 23,500 points per ability
Ice Shackles
Encase a target's legs in ice, partially immobilizing them until broken out.
d30 damage · Ice: 30 HP · Twice per fight
Tidal Wave
Summon a massive wave that sweeps across an entire area. Targets roll d20; on 12 or below they are knocked down and roll with disadvantage on their next action.
d30 to all targets · Twice per fight
Thermal Breach
Melt through any physical barrier or structure using concentrated fire. to living targets.
Passive
Ignite
Your electrical attacks now set non-living targets alight and burn living targets on contact. Reapplicable after it fades.
Passive · d10/turn for 3 turns
Lightning Strike
Call a concentrated bolt of lightning down onto a single target. On a roll of 15 or higher the target is disoriented.
d30 damage
Ice Volley
Launch a rapid volley of ice shards at a single target, hitting twice.
d30 damage · Hits twice · Once per fight
Whiteout
Unleash a blinding blizzard in a moderate area. Visibility drops to zero, all enemies inside roll with disadvantage, and any fire abilities used inside are extinguished.
Once per fight · 2 turns
Lightning Ball
Summon a floating ball of electricity that hovers in place. Any enemy that moves through or near it takes d30 damage.
d30 on trigger · Once per fight · Lasts 3 turns or until triggered
Geyser
Split the ground open releasing a superheated pillar of steam and water. Launches your target upward and leaves the area burning hot for 1 turn.
d30 damage · Target loses next action on roll of 15+ · Once per fight · Does not work on main bosses
Wall of Ice
Erect a solid wall of ice between yourself and an enemy or across a portion of the battlefield. Blocks movement and projectiles until destroyed.
50 HP wall · Once per fight
Custom Ability
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Custom Ability
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Level 4  ·  Unlocked at Chapter 35,000 points per ability
Water Vortex
Create a vortex that pulls everything within a moderate area toward a central point. On a roll of 12 or higher targets roll with disadvantage on their next action.
d40 to all targets · Twice per fight
Fire Breath
Breathe a sustained stream of fire in whatever direction you're looking. Breaks immediately if you are hit while channeling.
d40/turn · 3 turns · Once per fight
Flashfire
Ignite a moderate area in a sudden burst of fire. Burning targets take additional damage each turn after.
d40 to all targets · d10/turn for 3 turns · Twice per fight
Ice Prison
Encase a single target entirely in ice, fully immobilizing them until the ice is broken or two turns pass.
d40 damage · Ice: 50 HP · Once per fight · Does not work on main bosses
Hellfire
Release a concentrated burst of fire. On a roll of 20 or higher targets begin burning.
d40 damage · d10/turn for 2 turns · Twice per fight
Wind Blade II
Compress wind into multiple sharp blades and launch them simultaneously, hitting twice.
d40 damage · Hits twice · Once per fight · Requires Wind Blade I
Glacial Armor
Cover yourself in thick layers of ice that absorb more damage than Frost Armor. Releases a d40 ice explosion when broken.
Absorbs 50 flat damage · d40 explosion on shatter · Once per fight
Fulgurite
Superheat the ground beneath a target by striking it with lightning, churning the earth into jagged glass-like spikes. Target cannot move without taking d20 per step.
d40 damage · Once per fight · 2 turns · Grounded targets only
Thermal Updraft
Create a large column of superheated air. Launch yourself or an ally high into the air. All ground-based attacks have a 50% chance to miss airborne targets for 2 turns.
Once per fight
Chain Reaction
When a frozen target is shattered by Fracture the explosion sends ice shards flying outward dealing d30 to everything near the original target.
Passive · d30 AOE on Fracture shatter
Custom Ability
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Custom Ability
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Level 5  ·  Unlocked at Chapter 47,000 points per ability
Stormcall
Summon a localized storm over a moderate area. Sustained lightning, wind, and hail hit everything beneath it for 3 turns.
d30/turn to all targets · 3 turns · Once per fight
Wind Blade III
Compress wind into razor-sharp invisible blades that slice through targets at range.
d50 damage · Requires Wind Blade II
Immolation
Fully set yourself aflame. Anything that touches you takes damage. You cannot be frozen or physically restrained while active.
d50 on contact · 3 turns · Once per fight
Fracture
Shatter a previously frozen target. If encased in ice they take massive bonus damage and the ice shatters instantly.
d50 bonus damage
Chain Lightning
Release a bolt of lightning that jumps between up to 2 targets on a roll of 25 or higher.
d50 damage · Twice per fight
Thunder Clap II
Slam two bursts of air together with overwhelming force. On a roll of 30 or higher the target cannot act for 1 turn.
d50 damage · Once per fight · Requires Thunder Clap I · Does not work on main bosses
Thunderhead
Summon a massive storm cloud above the battlefield that periodically strikes random enemies with lightning every turn for 3 turns.
d30/turn · 3 turns · Random target · Once per fight
Static Overload
Overcharge a previously electrocuted target with so much electricity that their body becomes a living conductor. They deal d20 electrical damage to anything they touch for 2 turns including allies.
d20 contact damage · 2 turns · Once per fight · Requires target to be electrocuted
Detonation II
Overcharge any existing ice formation on the battlefield and explode it. Deals d50 to everything within range of the detonation point.
d50 AOE · Once per fight · Consumes ice formation
Limit Break
Bypass your physical limits for a short time. For 1 turn you are immune to all physical damage and your movement action becomes a damaging ability, dealing d40 to everything you physically pass through.
d40 · 1 turn · Once per fight
Custom Ability
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Custom Ability
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Level 6  ·  Unlocked at Chapter 59,000 points per ability
Vacuum
Generate a sustained vacuum across a large area. No air or sound escapes, and it is suffocating to anything caught inside.
d40/turn to all · 3 turns · Once per fight
Firestorm
Your wind abilities now carry fire. Every gust, blade, and vortex ignites targets on contact. Cannot be active simultaneously with Wildfire.
Passive · d10/turn for 3 turns
Permafrost
Encase up to three targets in ice simultaneously, fully immobilizing each until their ice is broken or 3 turns pass.
d60 damage · Ice: 30 HP per target · Once per fight
Wildfire
Your fire abilities now spread on their own. Flames jump between targets in contact automatically at 50% of the original hit. Cannot be active simultaneously with Firestorm.
Passive
Ice Shard II
Launch a spike of ice at a single target. Can pierce barriers but deals half damage through them.
d60 damage · Half damage through barriers · Once per fight · Requires Ice Shard I
Hellfire II
Release a concentrated burst of fire. On a roll of 25 or higher burning targets take amplified damage per turn.
d60 damage · d20/turn for 3 turns · Once per fight · Requires Hellfire I
Absolute Zero
Drop the temperature around a single target to an extreme degree. They are completely frozen for 1 turn regardless of any resistance or immunity.
Freeze · 1 turn · Once per fight · Cannot combine with fire abilities same turn
Glacial Fortress
Surround yourself in an enormous shell of glacial ice. When it shatters it releases a d60 ice explosion in all directions.
Absorbs 80 flat damage · d60 explosion on shatter · Once per fight
Storm Surge
Combine every active weather effect on the battlefield into a single concoction of elemental power. Consumes all active weather effects in the process.
d60 base + d10 per active effect · Once per fight
Lightning Cage
Surround a single target in a cage of lightning. They cannot move or leave without taking d40 damage per attempt. Anything entering the cage takes the same damage.
d40 per entry/exit · 2 turns · Once per fight
Custom Ability
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Custom Ability
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Level 7  ·  Unlocked at Chapter 612,000 points per ability
Eye of the Storm
Transform the area around your body into a living mass of wind, fire, and lightning. Immune to physical attacks while active. Cannot move while transformed. Magical and elemental attacks still reach you.
d50/turn · 3 turns · Once per fight
Redirection
Absorb any elemental attack directed at you and redirect it back at the attacker with bonus damage.
Redirects at 150% damage · Once per fight
Forecaster
Temporarily alter the weather of a location, doubling all your damage rolls. Cannot be used with Tsunami.
All damage doubled · 2 turns · Once per fight
Tsunami
Summon a super heated, electrified tsunami. Cannot be used with Forecaster.
d100 to everything in its path · Once per fight
Lightning Strike II
Call a bolt of lightning down onto a single target. On a roll of 40 or higher the target drops two dice tiers for 3 turns.
d100 damage · Once per fight · Requires Lightning Strike I
Pressure Wave II
Slam a wave of air pressure into a target. On a roll of 50 or higher the target cannot act for 2 turns.
d100 damage · Once per fight · Requires Pressure Wave I
Cataclysm
Unleash every element at the same time in one giant explosion centered on yourself. You are completely immune to the blast. All active buffs and weather effects are consumed and contribute d20 each to the total damage.
d100 base · d20 per active effect · Once per fight
Continental Drift
Split the ground open beneath the battlefield creating gaping chasms and altering the terrain. All enemies must roll d20 or fall into a chasm taking d60 damage and losing their next turn.
d60 fall damage · Once per fight
The Last Storm
If you are reduced to 0 HP this ability triggers, releasing every ounce of energy stored in your body in one giant explosion before you finally collapse.
d100 AOE · Once per chapter · Passive
Stormbreaker
Launch yourself at a target like a bullet wrapped in wind, fire and lightning. Deals d100 damage, and the shockwave from impact deals d50 to everything within range of the target.
d100 damage · d50 shockwave AOE · Once per fight
Custom Ability
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Custom Ability
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Level 0  ·  Unlocked at PrologueOne free choice, then 500 points per ability
Free Choice
Umbral Hide
Blend into the shadows, becoming difficult to detect in low light.
Passive
Free Choice
Night Vision
See perfectly in complete darkness.
Passive
Free Choice
Sixth Sense
You are harder to sneak up on. You always sense someone approaching before they reach you.
Passive
Free Choice
Corrosive Touch
Your claws and teeth leave traces of dark residue on wounds. On the first strike of a fight the target rolls one dice tier lower on their next attack roll.
Base attack d10
Free Choice
Shadow Strike
Channel darkness into a physical strike, hitting harder than a normal attack.
Base attack d10 · Passive
Free Choice
Dark Bolt
Hurl a concentrated bolt of shadow energy at a target.
d10 damage · Ranged
Custom Ability
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Custom Ability
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Level 1  ·  Unlocked at Prologue1,000 points per ability
Shadow Step
Step into any nearby shadow and emerge from another nearby.
Passive
Umbral Form
Extend and reshape your own shadow into any tangible form you choose. It cannot leave your tether.
Shadow: 30 HP
Corrosive Touch II
Decay touch now affects a small area rather than just your direct contact point. Same pain debuff applies.
Passive · Requires Corrosive Touch I
Blind Spot
Create a small pocket of unnatural darkness in a fixed location.
Passive
Dark Bolt II
Hurl a concentrated bolt of shadow energy at a target.
d12 damage · Ranged · Requires Dark Bolt I
Shadow Whip
Extend your shadow outward like a whip, striking targets at medium range. On a roll of 8 or higher the target is tripped.
d12 damage
Smoke and Mirrors
Leave a decoy shadow in your previous position when you Shadow Step away. Enemies targeting you have a 50% chance of targeting the decoy instead for 1 turn.
Once per fight
Shadow Pull
Reach through a nearby shadow and yank a target toward you from nearby, forcefully repositioning them.
Once per fight
Shadowstep Strike
Immediately after shadow stepping you can follow up with a guaranteed hit on any target near your exit shadow. The strike cannot be dodged or blocked.
d12 damage · Once per fight · Requires Shadow Step I
Phantom Step
Move so silently that your presence is completely hidden. For 1 turn you cannot be detected by any passive sensing ability.
Once per fight
Custom Ability
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Custom Ability
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Level 2  ·  Unlocked at Chapter 12,000 points per ability
Shadow Step II
Step into any nearby shadow and travel to any other shadow that you can actually see.
Passive · Requires Shadow Step I
Blackout
Snuff out all light sources in your surrounding area simultaneously.
Passive
Necrotic Touch
Decay touch now affects living tissue. All wounds inflicted by you resist healing. Lasts for 2 turns.
Base attack d20 · 50% healing reduction
Umbral Form II
Animate your shadow to physically interact with, distract, or relay information about a target within your line of sight.
Shadow: 30 HP · Base attack d20 · Requires Umbral Form I
Void Lance
Condense shadow energy into a piercing lance and hurl it at a target. Can pierce physical barriers but deals half damage through them.
d20 damage · Half damage through barriers
Dark Bolt III
Fire a rapid volley of shadow bolts at a target, hitting twice.
d20 damage · Hits twice · Twice per fight · Requires Dark Bolt II
Shadow Clone
Create a perfect duplicate of yourself made entirely of shadow. Enemies must roll above 15 to identify what is real.
20 HP clone · Once per fight
Hemorrhage
Your attacks now cause wounds that bleed slowly. Any target struck by you this turn takes d10 damage at the start of their next turn that cannot be mitigated.
d10 bleed next turn · Passive · Once per target per turn
Shadow Armor
Condense the shadows around your body into a protective layer. While active your shadow-based abilities won't require a free action to activate.
Absorbs 20 flat damage · Once per fight
Cruel Strike
Target an existing wound on a target. Deals bonus d20 damage if the target is already hurt, and the wound becomes more painful causing disadvantage on their next roll.
d20 bonus · Once per fight
Custom Ability
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Custom Ability
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Level 3  ·  Unlocked at Chapter 23,500 points per ability
Umbral Form III
Your shadow can now move beyond your eyesight.
Passive · Requires Umbral Form II
Shadow Step III
Shadow travel and bring one other willing cat with you.
Passive · Requires Shadow Step II
Shadow Sight
See through any shadow within your line of sight.
Passive
Invisibility
Make yourself completely invisible in any darkness or shadow.
Passive
Shadow Construct
Manifest a small shadow construct.
30 HP · Base attack d30
Dark Bolt IV
Fire a rapid volley of shadow bolts at a single target, hitting twice.
d30 damage · Hits twice · Once per fight · Requires Dark Bolt III
Dark Needles
Fire multiple thin spikes of void energy simultaneously, hitting up to 2 targets.
d30 damage · Hits up to 2 targets · Twice per fight
Umbral Chains
Extend tendrils of shadow from the ground to bind a target in place. They cannot move or slip away.
d30 damage · 30 HP chains · Once per fight · Does not work on main bosses
Exposed
Rip the shadow away from a single target, leaving them vulnerable. They cannot use any shadow or dark abilities or concealment-based abilities for 2 turns.
Once per fight
Sneak Attack
If you strike a target who is completely unaware of your presence, the attack automatically deals triple damage.
Triple damage · Once per fight
Custom Ability
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Custom Ability
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Level 4  ·  Unlocked at Chapter 35,000 points per ability
Shadow Step IV
Shadow travel a long distance to any shadow you have visited before that still exists.
Passive · Requires Shadow Step III
Shadow Construct II
Manifest a medium shadow construct.
50 HP · Base attack d40 · Requires Shadow Construct I
Incorporeal
Become fully intangible while inside a shadow. Only physical attacks pass through you, but you cannot attack either.
Passive
Umbral Form IV
Any shadow construct you control now inflicts the same heal-resistant decay as your direct touch. 3 turns.
Base attack d40 · 50% healing reduction · Requires Umbral Form III
Void Lance II
Condense an overwhelming amount of shadow energy into a piercing lance. Half damage through barriers and armor.
d40 damage · Twice per fight · Requires Void Lance I
Shadow Implosion
Collapse shadow energy inward on a single target. On a roll of 20 or higher the target rolls with disadvantage for 1 turn.
d40 damage · Once per fight
Shadow Swap
Instantly swap positions with your shadow construct or shadow clone without either taking damage.
Once per fight · Requires an active construct or clone
Phantom Pain
Create a perfect illusion of an injury on a target. They believe they are hurt and roll with disadvantage for 2 turns even though no actual damage was dealt.
2 turns disadvantage · Once per fight
Shadow Pull II
Pull a target partially into shadow space, not enough to trap them but enough to disorient them completely. They cannot tell where they are for 1 turn and all their attacks automatically miss.
Once per fight · Requires Shadow Pull I
Void Armor
Summon dark energy around your body into a protective shell. While active you are immune to light-based damage.
Absorbs 40 flat damage · Once per fight
Custom Ability
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Custom Ability
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Level 5  ·  Unlocked at Chapter 47,000 points per ability
Corrosive Spread
Inflict a decay curse that gets progressively worse and spreads to everything the target is actively touching. Spreads to up to 2 additional targets at d20 per turn. All subject to 50% healing reduction. Lasts 2 turns.
Base attack d50
Shadow Construct III
Manifest a large shadow construct capable of acting independently on simple commands.
70 HP · Base attack d50 · Once per fight · Requires Shadow Construct II
Shadow Trap
Anything that steps on a shadow you are inside of takes damage. Repositioning matters; stepping on the same shadow twice triggers it again.
d20 per contact
Dark Rift
Tear open a shadow rift between two locations; a fixed portal that can be used by anyone you allow.
Passive
Travelling Constructs
Your shadow constructs can now pass through physical barriers.
Passive
Shadow Whip II
Snap your shadow whip with brutal force. On a roll of 25 or higher the target is tripped and rolls with disadvantage.
d50 damage · Requires Shadow Whip I
Shadow Slam
Yank a target into their own shadow and pummel them into the ground. On a roll of 25 or higher the target cannot act for 1 turn.
d50 damage · Once per fight · Does not work on main bosses
Shadow Execution II
Mark a target from the shadows and guarantee your next strike against them cannot be dodged, blocked, or countered by any defensive ability.
Once per fight · Must be used before attacking · Requires Shadow Execution I
Dread
Enforce your dark presence on a single target. They become overwhelmed and cannot act offensively for 1 turn and can only defend.
1 turn · Once per fight · Does not work on main bosses
Shadow Puppeteer
Take brief control of your shadow construct and see through its eyes. While controlling it your construct deals bonus d20 damage and cannot be destroyed for 1 turn.
d20 bonus · 1 turn · Once per fight
Custom Ability
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Custom Ability
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Level 6  ·  Unlocked at Chapter 59,000 points per ability
Shadow Snare
Pull another cat or NPC into a shadow, temporarily trapping them and removing them from combat for one full turn. .
Once per fight
Corrupted Grounds
Permanently corrupt a location. Light is snuffed out, plants wilt and die, and the area weakens living things. All enemies in the location take a d20 damage reduction to all their rolls while inside.
Once per fight
Lifesteal
Siphon energy and vitality from a target through direct contact. Rolls d60 and steals 75% of the result as HP from the target.
Once per fight
Dual Constructs
Manifest up to two shadow constructs simultaneously and control them both at once.
Each: 50 HP · Base attack d60
Void Lance III
Condense a piercing lance of shadow energy. Half damage through barriers and armor.
d60 damage · Once per fight · Requires Void Lance II
Shadow Execution
Strike from the shadows with the speed of a viper. Full damage if invisible or hidden. Reduced when not hidden. You are revealed after striking.
d60 if hidden · d30 if not · Once per fight
Death Toll
Release a wave of necrotic energy outward from your body. Every target currently affected by any decay effect takes bonus d60 damage as the decay worsens.
d60 bonus to decayed targets · Once per fight
Nightstalker
Enter a heightened state where you become the perfect killer. For 2 turns every attack you make deals double damage if you are hidden or invisible, and you cannot be detected by any means.
Double damage while hidden · 2 turns · Once per fight
Not Yet
Your shadow constructs refuse to stay dead. Once per fight when a construct is destroyed it immediately reforms at 50% HP and continues fighting.
Passive · Once per fight
Soul Sever
Temporarily sever a target's link to their own power. They cannot use their highest tier unlocked ability for 2 turns.
2 turns · Once per fight
Custom Ability
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Custom Ability
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Level 7  ·  Unlocked at Chapter 612,000 points per ability
Dark Echo
Raise an echo of a dead creature; a dark construct that retains the dead creature's abilities. Large tier maximum.
Once per fight
Triple Constructs
Manifest up to three shadow constructs simultaneously, each capable of acting independently. The three constructs share a single 150 HP pool.
150 HP shared · Base attack d100 · Once per fight
Full Necrosis
Inflict full necrotic decay on a target. Irreversible without outside intervention. Must be consistently attached to or touching the target.
d100 · 50% healing reduction · 3 turns · Once per fight
Dark Domain
Your shadow expands to cover an entire battlefield. Every shadow in the area becomes an extension of you that you can see through, travel through, and attack from simultaneously.
d100 through battlefield shadows · Once per fight
Void Execution
Strike a target from complete darkness with indecipherable speed. Can bypass barriers but deals half damage through them.
d100 damage · Full if hidden · Once per fight
Shadow Implosion II
Collapse shadow energy inward on a single unfortunate target. On success the target cannot move for 2 turns.
d100 damage · Once per fight · Requires Shadow Implosion I
Death Itself
Become the embodiment of death itself for 2 turns. All decay effects on the battlefield grow to their maximum lethality, all healing from any source is ignored, and your attacks deal double damage.
2 turns · Once per fight
Dark Delay
If reduced to 0 HP, push one final explosion of dark energy before finally falling. Deals d100 decay damage to everything within range and targets are hit with 50% healing reduction.
d100 decay · Once per chapter · Passive
Monarch of Darkness
Grow beyond your physical form and become nothing but a shadow for 3 turns. You are completely intangible and invisible while still able to attack freely from any shadow on the battlefield.
3 turns · Once per fight
Convergence
Pull every shadow construct, shadow clone, and shadow form you have active into a single target, combining all their remaining HP and attack power into one strike.
d100 base + d20 per construct consumed · Once per fight
Custom Ability
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Custom Ability
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Level 0  ·  Unlocked at PrologueOne free choice, then 500 points per ability
Free Choice
Luminous
Emit a soft, controllable glow from your body bright enough to illuminate a small area.
Passive
Free Choice
Light Vision
See perfectly in extreme brightness that would otherwise blind others.
Passive
Free Choice
Calming Presence
Your presence causes any aggression toward you to be slightly dulled. You are less targeted in battle.
Passive
Free Choice
Empathy
Sense whether someone nearby is injured, ill, or physically weakened.
Passive
Free Choice
Light Pulse
Release a brief burst of light outward from your body.
d10 damage · Immediate contact range
Free Choice
Radiant Strike
Your physical attacks carry a charge of radiant energy, hitting slightly harder than they otherwise would.
Base attack d10 · Passive
Custom Ability
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Custom Ability
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Level 1  ·  Unlocked at Prologue1,000 points per ability
Healing Factor
You heal faster than others. Any healing ability used on you is increased by 10%.
Passive
Blinding Beam
Project a focused beam of light bright enough to temporarily blind a target. On a roll of 10 or higher the target cannot attack for one turn.
d12 damage · Once per fight · Does not work on main bosses
Mending
Close a small wound on yourself or another through direct touch.
Heals d12
Reflection
Reflect an incoming attack back at the attacker using a surface of solidified light.
Reaction · Reflects d12 damage · Once per fight
Marked
Mark a target with a beacon of light. All allies can see the marked target regardless of if they mold into darkness or become invisible.
Passive · Once per fight
Solar Flare
Unleash an intense flare of solar energy at a target. On a roll of 8 or higher the target is disoriented.
d12 damage
Sunshot
Fire a blast of pure light at a target.
d12 damage · Ranged
Consecrate
Bless the ground beneath your paws with radiant energy. Allies who step on it recover 10 flat HP and enemies who step on it take d12 damage.
d12 to enemies · 10 HP to allies · 2 turns · Fixed location · Once per fight
Searing Touch
Channel solar energy into your physical strikes. Your base attacks now carry radiant heat dealing bonus d6 burn damage on contact.
Passive · d6 burn on contact
Luminous Burst
Release a sudden explosive burst of radiant energy from your body when struck. Deals d12 damage to the attacker as an automatic reaction.
d12 damage · Reaction · Twice per fight
Custom Ability
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Custom Ability
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Level 2  ·  Unlocked at Chapter 12,000 points per ability
Mending II
Close a moderate wound on yourself or another through direct touch.
Heals d20 · Requires Mending I
Laserbeam
Project a sustained beam of searing light that deals continuous damage. Breaks immediately if Lumen takes any damage while channeling.
d12/turn · Requires concentration
Perceptive
Sense whether someone nearby is lying to you or someone else.
Passive
Light Barrier
Create a barrier of solid light around yourself that deflects a single incoming attack.
Absorbs 20 damage · Twice per fight
Solar Ray
Fire a ray of solar energy that scorches everything in its path, hitting up to 2 targets in a line.
d20 damage
Solar Bomb
When cornered or overwhelmed, condense light into a concentrated explosive and detonate it to create distance.
d20 AOE damage · Once per fight
Radiant Armor
Shield yourself in a layer of hardened light energy. Anyone who strikes it rolls their next action with disadvantage on a roll of 10 or higher.
Absorbs 25 flat damage · Once per fight
Sunstep
Accelerate using a burst of solar energy that leaves an afterimage behind. The next attack targeting you hits the afterimage instead.
Reaction · Once per fight · Single target attacks only
Tether
Connect yourself to an ally with a strand of light energy. The next single hit they take is split evenly between both of you instead.
Reaction · Once per fight · You take half their damage
Overcharge
Flood your next healing ability with extra solar energy. The next mending ability you use heals for double what is rolled.
Double healing · Once per fight · Must be declared before rolling
Custom Ability
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Custom Ability
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Level 3  ·  Unlocked at Chapter 23,500 points per ability
Mending III
Close a severe wound on yourself or another through direct touch.
Heals d30 · Twice per fight · Requires Mending II
Nova
Create an explosion of light in a small area. On a roll of 15 or higher it blinds and disorients everyone caught in it.
d20 damage · Once per fight
Light Barrier II
Create a solid light barrier large enough to protect yourself and one other nearby cat.
Absorbs 30 damage · Twice per fight · Requires Light Barrier I
Ability Amplification
Amplify a single ally's physical abilities. They roll one additional dice of their current attack tier for one turn.
Once per fight
Rallied
Allies you have recently healed deal slightly more damage. The healed ally rolls one extra dice tier up on their next attack roll only.
Passive
Light Cannon
Charge and release a massive directed blast of light at a target.
d30 damage · Long range · Once per fight
Radiant Pillar
Summon a pillar of blinding light from above onto a target. On a roll of 15 or higher the target is disoriented.
d30 damage
Solar Aegis
Create a dome of solid light large enough to cover yourself and up to three allies. The dome absorbs all incoming damage until it breaks.
60 HP dome · Once per fight
Benediction
Channel healing energy into a nearby ally. They recover d30 HP and for 1 turn any attack against them has a 25% chance to miss.
D30 healing · 25% miss chance 1 turn · Once per fight
Solarflare Storm
Unleash a rapid succession of solar flares at a single target. Each flare hits slightly harder than the last.
d10, d20, d30 respectively · Hits three times · Once per fight
Custom Ability
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Custom Ability
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Level 4  ·  Unlocked at Chapter 35,000 points per ability
Ranged Mending
Heal wounds on yourself or another from a short distance without requiring touch.
Heals d40 · Short range · Twice per fight
Piercing Light
Your light-based attacks now pass through physical barriers. Light bends around or through obstacles.
Passive
Purge
Purge a single curse, toxin, or decay effect from yourself or another through touch.
Automatic success · Once per fight
Light Guardian
Create a small light construct that independently follows and shields a single target, blocking one attack before breaking.
20 HP
Sun Spike
Condense sunlight into a spike and launch it at a target. Can pierce physical barriers but deals half damage through them.
d40 damage · Twice per fight
Light Volley
Unleash a volley of light projectiles at a target, hitting twice.
d40 damage · Hits twice · Once per fight
Celestial Armor
Forge a full suit of solid light armor around your body. Reduces all incoming damage by 20%, has 80 HP, and makes you immune to blind and disorienting effects while active.
20% damage reduction · 80 HP · Once per fight
Divine Intervention
When an ally would be reduced to 0 HP, intervene with a burst of healing light. They are instead left at 10 HP.
Reaction · Once per chapter
Radiant Chains
Bind a target in chains of solid light. They cannot move or use any ability for 1 turn.
d40 damage · 40 HP chains · Once per fight · Does not work on main bosses
Light Absorption
Absorb incoming light-based damage and convert it into healing. Any light-based attack directed at you heals you for 50% of its rolled value instead of dealing damage.
Passive · 1 turn · Once per fight
Custom Ability
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Custom Ability
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Level 5  ·  Unlocked at Chapter 47,000 points per ability
Ranged Mending II
Heal wounds on yourself or another from a long distance without requiring touch.
Heals d50 · Long range · Once per fight · Requires Ranged Mending I
Sunwrapped
Create a sustained aura of searing light around your body. Anything in close range takes damage per turn for 3 turns.
d50/turn in close range · 3 turns · Once per fight
Purge II
Purge multiple curses, toxins, or decay effects simultaneously from yourself or another.
Automatic success · Twice per fight · Requires Purge I
Light Guardian II
Create a medium light construct capable of acting on simple commands.
40 HP · Base attack d50 · Requires Light Guardian I
Light Cannon II
Charge and release a massive blast of light at a target.
d50 damage · Long range · Once per fight · Requires Light Cannon I
Light Volley II
Unleash a volley of light projectiles at a target, hitting three times.
d50 damage · Hits three times · Once per fight · Requires Light Volley I
Celestial Judgment
Call down a beam of pure solar energy from above onto a target. They cannot use any defensive ability for 1 turn as the light overwhelms them.
d50 damage · No defensive abilities 1 turn · Once per fight
Light Fortress
Summon an enormous wall of solid light across the battlefield. Blocks all movement and projectiles until destroyed.
80 HP wall · Once per fight
Sanctify
Permanently cleanse a single target of all negative effects including decay, curses, debuffs, and status conditions in one move.
Once per fight · All effects removed
Lighthouse
Project an enormous beam of light visible across the entire battlefield. All allies no matter the location can see you and each other, regardless of darkness or concealing effects.
2 turns · Once per fight
Custom Ability
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Custom Ability
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Level 6  ·  Unlocked at Chapter 59,000 points per ability
Ranged Mending III
Heal wounds on up to 3 targets simultaneously within a wide area.
Heals d60 to each target · Once per fight · Requires Ranged Mending II
Blinding Beam II
Create a blinding, damaging beam of light across an entire battlefield. On a roll of 30 or higher targets are blinded.
d60 to all enemies · Once per fight · Requires Blinding Beam I
Light Decoy
Create a perfect intangible light illusion of yourself or another cat. Enemies must roll above 25 to identify the real target. Anyone who strikes the illusion is blinded for one turn and takes d30 damage.
Twice per fight
Light Ward
Bestow a persistent light barrier on an ally that absorbs damage until broken.
Absorbs 50 damage · Twice per fight
Solar Strike II
Concentrate an overwhelming amount of solar energy onto a single target. On a roll of 45 or higher the target rolls with disadvantage for 2 turns.
d60 damage · Once per fight
Radiant Charge
Charge a target with light energy and detonate it one turn later.
d60 damage · Delayed 1 turn · Twice per fight
Solar Effect
Focus every ounce of solar power into a single target. Damage doubles if the target is already blinded or disoriented.
d60 damage · Doubles if target is blinded or disoriented · Once per fight
Coronation
Bestow a temporary blessing of solar energy on a single ally. They deal bonus d20 damage on all attacks and are immune to being blinded and disoriented for 2 turns.
d20 bonus · Immune to blind/disoriented · 2 turns · Once per fight
Solar Sentinel
Create a guardian of pure light that patrols the battlefield. It intercepts one attack directed at any ally before vanishing.
50 HP · Once per fight
Sunforged
Enhance your Celestial Armor for the rest of the fight. The armor regenerates 10 HP at the start of each turn and your damage reduction increases from 20% to 35%.
10 HP regen/turn · 35% damage reduction · Once per fight · Requires Celestial Armor active
Custom Ability
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Custom Ability
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Level 7  ·  Unlocked at Chapter 612,000 points per ability
Restoration
Fully restore a target from any physical injury no matter how severe, excluding death.
Twice per chapter · One character each time
Divine Beam
Concentrate light into a beam capable of burning through almost anything.
d100 · Once per fight
Purification
Permanently cleanse a location of any corruption, decay, or dark energy.
Automatic success · Once per fight
Light Guardian III
Create a large independent light construct capable of acting on complex commands.
60 HP · Base attack d100 · Once per fight · Requires Light Guardian II
Radiant Strike II
Focus every ounce of light energy into a single strike. Can bypass barriers but deals half damage through them.
d100 damage · Once per fight
Radiant Charge II
Charge a target with light energy and detonate it one turn later.
d100 damage · Delayed 1 turn · Once per fight · Requires Radiant Charge I
Radiant Resurrection
Pour every ounce of healing energy into a single target. Restore a fallen ally from the brink of death leaving them at 25% HP.
Once per chapter · Works on targets at exactly 0 HP within the same turn they fell
Supernova
Release the most powerful solar explosion possible centered on yourself. You are completely immune. All active light constructs and barriers are consumed and contribute d20 each to total damage.
d100 base · d20 per active construct · Once per fight
Undying Light
If reduced to 0 HP, trigger one final explosion of solar energy before collapsing. Heals all allies nearby for d60 and deals d100 damage to the enemy that downed you.
d60 ally heal · d100 to attacker · Once per chapter · Passive
Celestial Nova
Push your Celestial Armor to its absolute limit and detonate it. Releases an explosion dealing d100 to all enemies nearby and immediately reforming at full 80 HP.
d100 AOE · Armor reforms at 80 HP · Once per fight · Requires Celestial Armor active
Custom Ability
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Custom Ability
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Level 0  ·  Unlocked at PrologueOne free choice, then 500 points per ability
Free Choice
Premonition
You always sense when something is about to go wrong. A vague but reliable warning of incoming danger.
Passive
Free Choice
Time Measure
Sense the age of any object or creature you can see. Know exactly how old it is and how it has changed over time.
Passive
Free Choice
Guarded
You cannot be surprised. Ambushes, sneak attacks, and blindsiding you are almost impossible.
Passive
Free Choice
Pathfinder
Instinctively tell whether a path or trail leads where it appears to. Teleportation traps, spatial illusions, and misdirection do not fool you.
Passive
Free Choice
Gravity Pulse
Release a brief burst of gravitational force that pushes everything nearby away from you.
d10 damage to anything hit
Free Choice
Temporal Strike
Your physical attacks carry a slight temporal distortion, making them hit slightly harder than they should.
Base attack d10 · Passive
Custom Ability
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Custom Ability
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Level 1  ·  Unlocked at Prologue1,000 points per ability
Blink
Teleport to any location within a short range that you can directly see.
Movement action
Time Dilation
Slow your own perception of time briefly. You move at normal speed but everything else appears to crawl, granting one extra reaction this turn.
+1 reaction · 1 turn · Once per fight
Anchor
Leave an anchor in time at your current location and teleport back to it at any point.
Movement action · Once per fight
Detonation
Kinetically hold an object and detonate it in place. It explodes outward from its frozen position.
d12 to anything nearby
Low Gravity
Gravity feels slightly lighter to you. Falls never hurt you regardless of height.
Passive
G-Force
Yank a target upward then release them, slamming them into the ground. Target rolls with disadvantage on their next action.
d12 damage
Compression
Compress the air around a single target.
d12 damage
Aftershock
After teleporting, leave a gravitational shockwave at where you just were. Anything standing where you just were takes d12 damage from the sudden spatial displacement.
Passive · d12 damage
Stasis Field
Freeze a single small object or projectile mid-flight before it reaches you or an ally. It hangs suspended until you release it or it is struck.
Passive · Once per fight
Slip
When targeted by a melee attack briefly skip forward in your timeline just enough to sidestep it completely. The attack misses automatically.
Reaction · Once per fight · Single target melee only
Custom Ability
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Custom Ability
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Level 2  ·  Unlocked at Chapter 12,000 points per ability
Blink II
Teleport to any location within a moderate range, including places out of your direct line of sight.
Movement action · Requires Blink I
Temporal Snare
Slow time in a small area around a single target. They move at half speed while everything else moves normally.
Disadvantage on all rolls · 1 turn · Once per fight
Async
Step slightly out of sync with time. The next attack directed at you passes through you once before you snap back.
Passive · Once per fight
Time Echo
Create a decoy of yourself from up to two turns ago, appearing exactly where you were and confusing attackers.
Passive · Once per fight
Telekinesis
Throw nearby small objects at a target with the force of gravity.
d20 damage
Echo Strike
Send a copy of your last attack forward in time. It lands again on the same target one turn later.
d20 damage · Delayed · Twice per fight
Reversal
Reverse the momentum of a moving target mid-motion, sending them crashing backward. Reduced damage against stationary targets.
d20 damage · d10 if stationary
Blink Strike
Teleport directly behind a target and strike in the same motion. The attack cannot be blocked or dodged as it comes from an unexpected angle. Counts as both movement and main action.
d20 damage · Once per fight
Temporal Duplicate
Create a copy of yourself from 1 turn in the future. The copy appears for 1 turn acting on information you don't have yet, performing one action before vanishing.
Once per fight
Anchor II
Leave two spatial anchors at the same time instead of one. You can choose which one to return to when activated.
Movement action · Requires Anchor I
Custom Ability
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Custom Ability
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Level 3  ·  Unlocked at Chapter 23,500 points per ability
Blink III
Teleport to any location within a long range that you have physically visited before.
Passive · Requires Blink II
Temporal Snare II
Freeze time in a small area for several seconds. Only you can move within it, granting 2 free actions.
2 free actions · Once per fight · Requires Temporal Snare I
Phase
Phase through a single solid object. Walk through walls, barriers, or constructs as if they aren't there.
Movement action · Once per fight
Probability
Manipulate probability slightly in your favor. Reroll any dice result and take the better outcome.
Once per fight
Telekinesis II
Lift and manipulate a medium-sized object through gravity.
d30 damage · Requires Telekinesis I
Rift Edge
Compress space into a razor-thin edge and slash a target with it. Can bypass barriers but deals half damage through them.
d30 damage · Twice per fight
Erosion
Rapidly age a target's body in one specific area, causing them to become feeble and weakened. On a roll of 20 or higher the target rolls with disadvantage.
d30 damage · Once per fight
Rewind Strike
After landing an attack rewind only the target's position to where they were at the start of the turn while keeping the damage. They take the hit but find themselves repositioned to their original location.
d30 damage · Once per fight
Gravity Armor
Compress gravity around your body into a protective field. Reduces all incoming damage by 15% and any melee attacker is pushed back from you.
15% damage reduction · 2 turns · Once per fight
Phase Field
Extend your phasing ability outward to protect an ally. They become briefly intangible for 1 turn, all physical attacks passing through them.
Reaction · Once per fight · Requires Phase I
Custom Ability
Message DefectedCat on discord or ask in #questions to discuss custom ability slot ideas!
Custom Ability
Message DefectedCat on discord or ask in #questions to discuss custom ability slot ideas!
Level 4  ·  Unlocked at Chapter 35,000 points per ability
Blink IV
Teleport to any location within a long range including places you have never visited, as long as you have a clear mental image. Cannot be used during fights.
Passive · Requires Blink III
Temporal Snare III
Slow time in a moderate area. Everything inside moves at half speed while you move freely.
All targets roll at disadvantage · 1 turn · Twice per fight · Requires Temporal Snare II
Black Hole
Tear open a mini black hole that pulls nearby targets toward a single point.
d40 to all targets pulled in · Once per fight
Regression
Age or de-age a non-living object. You can turn wood to dust, grow flowers from seeds.
Passive
Gravity Implosion
Collapse gravity inward on a single target. Target rolls with disadvantage.
d40 damage · Twice per fight
Time Echo Volley
Send three time echoes of your previous attack forward in time, landing on consecutive turns.
d20/turn for 3 turns · Once per fight
Timelock
Freeze a single ongoing effect or ability mid-execution, such as a charging attack or a raging fire. Paused for 1 turn before resuming.
Once per fight
Temporal Armor
Wrap yourself in a field of slowed time that makes incoming attacks feel like they are moving through mud. Reduces all incoming damage by 25% for 2 turns.
25% damage reduction · 2 turns · Once per fight
Spatial Lock
Lock a target in place by anchoring them to a fixed point in space. They cannot move or teleport for 2 turns.
2 turns · Once per fight · Does not work on main bosses
Echo Barrage
Send four time echoes of your current position forward in time all together. Each echo lands one attack before disappearing.
d20 per hit · 4 hits over 4 turns · Once per fight
Custom Ability
Message DefectedCat on discord or ask in #questions to discuss custom ability slot ideas!
Custom Ability
Message DefectedCat on discord or ask in #questions to discuss custom ability slot ideas!
Level 5  ·  Unlocked at Chapter 47,000 points per ability
Blink V
Teleport and bring one other willing cat with you, regardless of distance.
Movement action · Requires Blink IV
Temporal Snare IV
Freeze time in a moderate area. Only you can move within it, granting 3 free actions.
3 free actions · Once per fight · Requires Temporal Snare III
Probability II
Manipulate probability significantly. Force a target to reroll their next dice result and take the worse outcome.
Once per fight · Requires Probability I
Portal
Tear open a spatial rift between two locations; a fixed portal usable by anyone.
Passive · Once per chapter
Telekinesis III
Lift and hurl a large object at a target or group of targets. Deals AOE damage if multiple targets are hit.
d50 damage · AOE · Requires Telekinesis II
Telekinetic Volley
Launch a rapid volley of crushed debris at a single target, hitting twice.
d50 damage · Hits twice · Once per fight
Event Horizon
Collapse gravity in a large area, crushing everything inside it. Targets roll with disadvantage.
d50 AOE damage · Twice per fight
Unwritten
Erase a single ability from a target's memory for the rest of the fight. They lose access to one chosen ability until the fight is over.
Once per fight
Convergence
Pull every time echo, duplicate, and aftershock effect you have active together into a single attack.
d50 base + d20 per active echo or duplicate consumed · Once per fight
Temporal Surge
Briefly push forward your own timeline. You act twice in one turn, taking two main actions instead of one. Both actions must be different abilities.
Once per fight
Custom Ability
Message DefectedCat on discord or ask in #questions to discuss custom ability slot ideas!
Custom Ability
Message DefectedCat on discord or ask in #questions to discuss custom ability slot ideas!
Level 6  ·  Unlocked at Chapter 59,000 points per ability
Blink VI
Teleport any target, willing or unwilling, to any location you choose within the battlefield or area you are in.
Movement action · Once per fight · Requires Blink V
Rewind
Rewind time on a single object or location to a previous state. Un-break something, uncollapse an object, or restore something to its former glory.
Passive · Once per fight
Precognition
See 30 seconds into the future of your current location. Know what is about to happen before it does.
Roll with advantage · Once per fight
Stasis
Freeze a single target in time completely. They cannot move, act, or be affected by anything until you release them or are forced out of concentration.
Once per fight · 3 turns max
Dead Zone
Collapse the space around a single target completely. Can bypass barriers but deals half damage through them.
d60 damage · Once per fight
Singularity
Create a point of overwhelming gravity pulling everything in the battlefield toward it.
d40 AOE damage · Once per fight
Causality Break
Sever the cause and effect relationship between a target and their abilities for 2 turns. Every ability they use has a 50% chance of not working.
2 turns · Once per fight
Gravity Collapse
Compress the gravity around a target and make them feel as if they're being crushed. Target cannot use any physical ability for 1 turn.
d60 damage · 1 turn · Once per fight
Reality Fracture
Shatter reality around a target. They are forced into a broken version of the battlefield, removed from combat for 1 turn and returning disoriented, rolling with disadvantage for 1 turn after.
Once per fight
Chrono Theft
Steal a turn directly from a target. They lose their next full turn and you gain an additional free action on your current turn.
Once per fight
Custom Ability
Message DefectedCat on discord or ask in #questions to discuss custom ability slot ideas!
Custom Ability
Message DefectedCat on discord or ask in #questions to discuss custom ability slot ideas!
Level 7  ·  Unlocked at Chapter 612,000 points per ability
Rewind II
Rewind your own personal timeline by up to a full turn. Everything you did or were affected by that turn is undone. You choose what is kept or reverted, including health and damage.
Once per fight
Probability III
Manipulate probability even further. Any single dice roll made by a target will result in the worst possible outcome.
Twice per fight · Requires Probability II
Regression II
Age or de-age a living entity. The weight of time is impossible to ignore. Target drops two dice tiers for 2 turns.
Once per fight · Requires Regression I
Bad Luck
Lock a target's probability. For the next three turns every dice roll they make is halved.
Once per fight · 3 turns
Event Horizon II
Focus an overwhelming amount of gravity on a single target. On success the target cannot move for 2 turns.
d100 damage · Once per fight · Requires Event Horizon I
Erasure
Erase a target from the current moment in time entirely. They blink out of existence for one full turn. Non-bosses only.
Once per fight
Paradox Engine
Trap a target in an infinite loop of the same moment. They repeat their last action on every turn for 2 turns unable to do anything new.
2 turns · Once per fight
The Last Second
If reduced to 0 HP, rewind time by exactly one turn undoing everything that just happened including the hit that downed you. You return to full HP with all abilities reset for that turn.
Once per chapter · Does not work for chapter-limited abilities
Dead Star
Cause a point in space to collapse, creating a brief moment of complete emptiness. One target is completely erased from the fight for 2 turns, ceasing to exist in the timeline.
2 turns · Once per fight · Non-bosses only
Apex of Time
Declare yourself the master of time itself. For 2 turns every ability you use ignores all caps, cooldowns, and once per fight restrictions.
2 turns · Once per chapter
Custom Ability
Message DefectedCat on discord or ask in #questions to discuss custom ability slot ideas!
Custom Ability
Message DefectedCat on discord or ask in #questions to discuss custom ability slot ideas!
Flight  ·  All CharactersYou must unlock each level before purchasing the next
Free Choice
Level 0
Your wings are too fresh, too sore. You can't fly, even more so that you have no experience. You may try to hop around and gain air, but it just doesn't work. You do feel slightly less heavy, however, even with the extra weight on your shoulders.
Unlocked at Prologue · Free
Level 1
Your movements are slightly aided by your wings. You feel faster, and if you jump, you are able to flap for a few seconds at a time to gain some altitude before your wings get tired, and you come crashing back down.
Unlocked at Chapter 1 · 1,000 points
Level 2
You can hold yourself in the air at low altitude for a prolonged amount of time. Your wings do eventually get tired as you struggle to build stamina, but if you jump from a sizeable height, you are able to glide for minutes at a time before landing.
Unlocked at Chapter 2 · 2,000 points
Level 3
You are now able to achieve brief bursts of flight. Your wings no longer become tired during these, letting you immediately throw yourself back into the air after coming back to the ground.
Unlocked at Chapter 3 · 3,000 points
Level 4
You can now maintain flight for an extended period of time, flying almost as gracefully as a bird. You can now fight in mid-air battles, and if you dive, you deal an extra d40 damage to your target.
Unlocked at Chapter 4 · 4,000 points · Dive bonus: Twice per fight
Level 5
You have achieved maximum aerial superiority. You rarely get tired while in the air, base attacks mid-air now deal an extra d10 damage, and gliding while attacking now does d50.
Unlocked at Chapter 5 · 5,000 points · Bonuses: Three times per fight