Still trying to decide on capstone.

MEOWCENARY
Meowcenaries are the fighting backbone of the Cat Burglar Guilds. When they need muscle, you often get the call. You tend to be an odd lot, given to very unusual fighting methods, exotic weaponry, and sometimes even more exotic points of view.

CREATING MEOWCENARY
As you build your fighter, think about two related elements of your character’s background: Where did you get your combat training, and what introduced you to the Cat Burglars Guilds? Were you a relative of a member? Did you get introduced by a mentor, perhaps because of your exceptional skill? What drove you to this training in the first place? A threat from the government, a thirst for revenge, or a need to prove yourself might all have been factors.

You might have enjoyed formal training in a Guild hall or in a local militia. Did you take up the paw as a way to escape the limits of life as a peasant, or are you following a proud family tradition?

Quick Build
You can make a Meowcenary quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on what you want to focus on. Your next-highest score should be Constitution, or whichever of the first two ability scores you didn't pick. Second, choose the soldier or mercenary veteran background.

Code:
   Proficiency Bonus  Features
1. +2   Kitty Form, Purr
2. +2   Fighting Style
3. +2   Military Occupational Specialty
4. +2   Ability Score Improvement
5. +3   Extra Attack (x1)
6. +3   Maneuvers
7. +3   Military Occupational Specialty
8. +3   Ability Score Improvement
9. +4   Fighting Style
10.+4   Military Occupational Specialty
11.+4   Maneuvers
12.+4   Ability Score Improvement
13.+5   Fighting Style
14.+5   Fighting Style
15.+5   Military Occupational Specialty
16.+5   Ability Score Improvement
17.+6   Maneuvers
18.+6   Military Occupational Specialty
19.+6   Ability Score Improvement
20.+6   Captain
CLASS FEATURES
As a Meowceary you gain the following features:

HIT POINTS
Hit Dice: 1d10 per Meowcenary Level
Hit Points at 1st Level: 10 + your Constitution Modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution Modifier per (Class name) Level after 1st

PROFICIENCIES
Armor: Light and Medium Armor
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose three skills from Acrobatics, Athletics, Deception, History, Insight, Intimidation, Perception, Sleight of Hand, Stealth, and Survival

EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
  • [li](a) chain shirt or (b) leather, longbow, and 20 arrows[/li]
    [li]two martial weapons[/li]
    [li](a) a light crossbow and 20 bolts or (b) two handaxes[/li]
    [li](a) a dungeoneer's pack or (b) an explorer's pack[/li]



KITTY FORM
This is identical to the Druids 2nd Level Wild Shape ability, with 2 exceptions: You can only use it to become a Cat (see MM320), and you don't revert to your normal form when you take damage equal to the hit points of your Kitty Form. You can use it to appear as any non-magical feline that is Tiny or smaller.

PURR
Over time you have been taught a secret language you can only use in Kitty form. It is composed of the sounds cats naturally make, and their body language. Using it two Cat Burglars can have a conversation in front of people without their knowledge. Other Cat Burglars can understand you regardless of form, so you can even point out a target by, say, rubbing against him in a certain manner while meowing in a specific tone. You also may communicate with other cats as though you had permanent use of the spell Speak With Animals (cats only) at will. Purr has no written form, and requires your target to be able to either see and/or hear you. Purr may also be used for Scent Marking, Effectively this works as being able to cast Personal Mark at will.

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. You get an additional Fighting Style at Levels 9 and 13.

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

Defense. While you are wearing armor, you gain a +1 bonus to AC.

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.

Feline Way. You do +2 damage when in Kitty Form.

Gun Fu. You can stand upright and wield firearms, even in Kitty Form. You do one additional die of damage when you score a critical hit.

Nothing Up My Sleeve. If you have a weapon hidden on your person, you have Advantage on the first attack you make with it.

Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

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

Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Wrasslin'. Your attacks do +2 damage if you are Grappling your opponent.

MILITARY OCCUPATIONAL SPECIALTY
At 3rd level, you choose a military specialty that you strive to learn and perfect. The specialty you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

ABILITY SCORE IMPROVEMENT
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

EXTRA ATTACK
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

MANEUVERS
Beginning at Level 6 you can choose 3 Maneuvers from a list belonging to your Subclass. You get another three combat maneuvers at Levels 11 and 17. You can only use one Maneuver per attack, and you can only use a number of Maneuvers equal to your Proficiency Bonus, but you regain the use of all Maneuvers with a short or long rest. If the Maneuver requires a Saving THrow, the Save DC is equal to 8 + Proficiency Bonus + ability score mentioned in the maneuver description).

CAPTAIN