Bastet

The Bastet are obsessive cat-like humanoids descended from the Fey. They wield strange magic and have a penchant for rituals and mystery. They are not often found in large communities, both due to their loner nature and their rarity. Bastet are occasionally seen on Arclent, Aldrow, and Acheri, but could be found just about anywhere, if they wanted to be found there.

Bastet often explore wizardry, due to their obsessions, though some become Druids or Bards in other pursuits.

* Bastet as DnD Characters
* Bastet as FATE Characters

## Bastet as DnD Characters

Bast share the following traits, regardless of subrace;

**Medium Humanoid; Dexterity +2; 40 ft. Walking/30 ft. Climbing speed; 60 ft. Darkvision**

**Cat's Grace.** You suffer halved damage caused by falling or being thrown. If you succeed your resistance roll on falling or being thrown, usually an acrobatics check, you instead take no damage.

**Fey Magic**. You choose one 1st level spell from any spell list. At 3rd level, you choose a 2nd level spell. At 5th, you choose a 3rd level spell. This pattern continues indefinitely. These need not come from the same spell list. You may cast each once, regaining the ability to do so again at the end of a long rest. You also learn one cantrip from any list, then one more cantrip at levels 6, 11, 16, and so on.

### Heroic Bast

Heroic Bast find their mystic connection to information multiplied many times over. When you cast a spell to gain or occlude information, or deceive someone's senses, you increase the spell's level by your proficiency modifier, upto the level of the highest level spell you can cast.

### Bast Paragons

Bastet Paragons gain a special connection to mystery and trickery. Whenever you make a check to determine information, such as if someone is lying or a check to locate clues, if the d20 is lower than your level, you may replace the roll with your level. If you would gain benefits by rolling a specific number, you do not gain that benefit by replacing the roll with that number.

### Epic Bast

Epic Bast live upto their fey ancestors, in their tricks and mysteries at least. You gain Trickery Points equal to your level, which you regain at the end of a short or long rest. You may spend these points to cast any spell you know which gathers or occludes information or alters senses, spending points equal to the spell's level, or spend one point to reroll a check or save to deceive another creature or to detect such deceptions. You learn one spell compatible with this feature at every spell level, upto half your level rounded up.

Bast are then divided into the following subraces;

### Cat

**Charisma +1**

**Cat's Charm**. If you end your turn having not attacked, dealt damage, or inflicted a negative condition on a creature within the last minute, you gain the benefits of Sanctuary. This is not considered a spell, but is magical, and ends only if you attack or deal damage to another creature.

**Curiosity.** At the end of a long rest, you may choose one skill. You gain a bonus to this skill equal to your proficiency modifier, reflecting your current obsession and curiosity, until the end of your next long rest. If you already possess Expertise in the skill, you only gain half this bonus and may choose another skill to gain the other half.

### Cheetah

**Strength +1; 50 ft. Walking/40 ft. Climbing speed**

**Highly Dextrous.** You add your Tier to your dexterity modifier for the purposes of gaining benefits from high ability scores.

**Sprint**. When you take the Dash action, you double your speed until the end of your turn and gain advantage on all checks and saves to move quickly and safely.

### Lion

**Charisma +1**

**Lionroar**. You gain proficiency in the Intimidation skill. In addition, you may use your action to Roar, forcing all enemies within 30 feet of you to make a wisdom saving throw(DC 10 + your Intimidation bonus) or become Frightened of you. They repeat their save at the end of each of their turns, ending it on a success.

**Tooth and Claw**. Your Bite and Claws are Natural Weapons with a d10 damage die. You may deal Piercing or Slashing damage with these weapons.

### Lynx

**Wisdom +1; 120 ft. Darkvision**

**Lynxheart**. You gain proficiency in the Insight skill. In addition, you add your Tier to your charisma modifier for the purposes of gaining benefits from high ability scores.

**See the Unseen**. You may see Invisible creatures within the range of your Darkvision.

### Tiger

**Strength +1**

**Ambush**. You gain proficiency in the Stealth skill. When you attack a creature you are hidden from, the attack deals additional damage equal to your level. If you gain additional dice of damage due to a high strength score, you add your level again for each additional die.

**Tooth and Claw**. Your Bite and Claws are Natural Weapons with a d10 damage die. You may deal Piercing or Slashing damage with these weapons.Sample Stuff