https://www.dandwiki.com/w/api.php?action=feedcontributions&user=Levelnom1&feedformat=atomD&D Wiki - User contributions [en]2024-03-19T09:11:45ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=Emperor,_the_False_Archfiend_Version_(5e_Class)&diff=1821224Emperor, the False Archfiend Version (5e Class)2024-03-15T04:01:41Z<p>Levelnom1: Created page with "{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the 5e Class Design Guide.}} {{April Fools}} = Emperor = == What is an Emp..."</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
{{April Fools}}<br />
<br />
= Emperor =<br />
<br />
== What is an Emperor? ==<br />
Once in a while great people a born with a great destiny chosen by a higher power. We call them adventurers, heroes, or villainous bosses. What happens when that higher power grow bord with their plaything? Emperors are created after being discarded. They are powerful people with a curse that prevents them from shinning as bright as they once were. This does not stop them from being much, much better than an advantage mortal.<br />
<br />
Some may say emperors are equal to demigods. Their great power will shape the world to their image. And with the bonds of fate, emperors can become anything. They could lead a life of a powerful adventurer, form their own nation, or slay the creatures that casted them aside.<br />
<br />
;Quick Build<br />
You can make a Emperor quickly by following these suggestions. First, strength should be your highest ability score, followed by constitution. Second, choose the Gladiator background. Third, choose <!-elaborate on equipment choices-> <br />
<br />
{{5e Class Features<br />
|name=Emperor<br />
|summary=Emperor are people that are born to great things.<br />
|hd=10<br />
|spellcasting=<br />
|armor=All armor, shields<br />
|weapons=Simple weapons, martial weapons<br />
|tools=None<br />
|saves={{5a|wis}}, {{5a|cha}}<br />
|skills=Choose two from {{5s|Athletics}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Medicine}}, {{5s|Persuasion}}, and {{5s|Religion}}<br />
|item1a=two martial weapons<br />
|item1b=two firearms<br />
|item2a=five {{5e|Javelin|javelins}}<br />
|item2b=any simple melee weapon<br />
|item3a=a [[5e SRD:Equipment Packs#Priest's Pack|priest's pack]]<br />
|item3b=an [[5e SRD:Equipment Packs#Explorer's Pack|explorer's pack]]<br />
|item4a={{5e|Chain Mail (Armor)|Chain mail}} and an idol<br />
|item4b=<br />
|item5a=<br />
|item5b=<br />
|classfeatures1={{inpage|Death is Coming}}, {{inpage|Brute}}<br />
|classfeatures2=[[#Combat Superiority | Combat Superiority (4 dice)]], {{inpage|Sold Soul}}<br />
|classfeatures3=[[#Unsacred Oath|Unsacred Oath]], {{inpage|Channel Destruction}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Aura of Menacing}}, [[#Extra Attack|Extra Attack]]<br />
|classfeatures6={{inpage|Ability Score Improvement}}<br />
|classfeatures7=[[#Unsacred Oaths|Unsacred Oath feature]], [[#Combat Superiority | Combat Superiority (5 dice)]]<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Most Frightening Being}}<br />
|classfeatures10={{inpage|Ability Score Improvement}}, [[#Combat Superiority | Combat Superiority (6 dice)]]<br />
|classfeatures11=[[#Extra Attack|Extra Attack]], {{inpage|Cleave}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Cruelty}}<br />
|classfeatures14={{inpage|Ability Score Improvement}}<br />
|classfeatures15=[[#Unsacred Oaths|Unsacred Oath feature]], [[#Combat Superiority | Combat Superiority (7 dice)]]<br />
|classfeatures16=<br />
|classfeatures17={{inpage|I Hear no Bell}}<br />
|classfeatures18={{inpage|Counter Attack}}<br />
|classfeatures19=<br />
|classfeatures20=[[#Unsacred Oaths|Unsacred Oath feature]]<br />
}}<br />
<br />
==== Death is Coming ====<br />
At 1st level, you cause creatures to fear for their lives. When you get a critical hit, you deal an extra 2d10 necrotic damage and they are frightened of you until the end of your next turn.<br />
<br />
Additionally, you always have critical hits against creatures named Karen.<br />
<br />
==== Brute ====<br />
At 1st level, you focus on brute strength over speed. Your Strength score increases by 3, as does your maximum for that score. However, you have disadvantage on Wisdom saving throws.<br />
<br />
Your Strength score and your maximum increase by 4 at 11th level, and by 5 at 18th level.<br />
<br />
==== Combat Superiority ====<br />
At 2nd level, you learn maneuvers that are fueled by special dice called superiority dice.<br />
<br />
:''Maneuvers.'' You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.<br />
<br />
:''Superiority Dice.'' You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a long rest. You gain another superiority die at 7th level and one more at 15th level.<br />
<br />
:''Saving Throws.'' Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:<br />
<br />
Maneuver save DC = 8 + your proficiency bonus + your Strength modifier<br />
<br />
==== Sold Soul ====<br />
At 2nd level, you have sold your soul to countless powerful creatures. Choose one below as a reward from your last soul saling:<br />
<br />
* Mad Inventor<br />
You gain one infusion known and one infused item from artificer class.<br />
<br />
* Arch-fiend<br />
You gain one eldritch invocations from the warlock class.<br />
<br />
* Eldritch God<br />
You are always under an effect of a mutagen from mutant blood hunter.<br />
<br />
* God<br />
You have two uses of Channel Destruction.<br />
<br />
* Cultist<br />
You gain Crimson Rite from blood hunter class. While your hermocraft die increases as you gain levels in this class, you always limited to one damage type.<br />
<br />
==== Unsacred Oath ====<br />
<br />
When you reach 3rd level, you swear the oath that represent your greatest desire. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose an oath, such as the Oath of Souls.<br />
<br />
Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. <br />
<br />
==== Channel Destruction ====<br />
Your oath allows you to channel negative energy to fuel magical effects. Each Channel Destruction option provided by your oath explains how to use it.<br />
<br />
When you use your Channel Destruction, you choose which option to use. You must then finish a short or long rest to use your Channel Destruction again.<br />
<br />
Some Channel Destruction effects require saving throws. When you use such an effect from this class, the DC equals your Combat Superiority save DC.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
When you reach 4th level, and again at 6th, 8th, 10th, 12th, 14th, 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.<br />
<br />
==== Extra Attack ====<br />
<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the {{5e|Attack Action|Attack}} action on your turn. At 11th level, you can attack three times.<br />
<br />
==== Aura of Menacing ====<br />
At 5th level, you constantly emanate a menacing aura while you’re not incapacitated. The aura extends 5 feet from you in every direction.<br />
<br />
If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your Emperor level if it starts its turn there.<br />
<br />
==== Most Frightening Being ====<br />
At 9th level, no one sane should ever try to scare you. You ''always'' have advantage on saving throws against being charmed or frightened.<br />
<br />
In addition, whenever you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a the source of the condition to make a Wisdom saving throw against your Combat Superiority save DC. If the save fails, the target is frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.<br />
<br />
==== Cleave ====<br />
At 11th level, you can use your action to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target.<br />
<br />
==== Cruelty ====<br />
At 13th level, your desire to slay does not end that easily. When you use the Attack action, you can make one additional weapon attack as a bonus action. However, you have disadvantage on Dexterity, Intelligence, and Charisma saving throws.<br />
<br />
==== I Hear no Bell ====<br />
At 17th level, you get up even after you foes think that you have fallen. When you pass a death saving throw, you regain 100 hit points. You can use this feature once per long rest.<br />
<br />
Additionally, whenever a Karen deals damage that brings you down to 0 hit point, you instead have 1 hit point<br />
<br />
==== Counter Attack ====<br />
At 18th level, you gain the ability to counterattack when someone tries to sabotage you. When you fail a saving throw and the source is within your melee weapon's range, you can use your reaction to make one weapon attack against the source. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack’s normal effects.<br />
<br />
== Unsacred Oaths ==<br />
You can choose one below or any paladin subclass. Paladin subclass' aura do not improve at 18th level.<br />
<br />
=== Oath of Pumkin Man ===<br />
As a creature from halloween, you desire to spead fear (and sweets) to the land.<br />
<br />
;Desires of Pumpkin Man<br />
<br />
An Emperor who takes this oath has the desires of pumpkin man ordered by the king of Halloween.<br />
<br />
''Spooky Night'' You take great joy in scaring and killing others.<br />
<br />
''Night of Treats'' You enjoy handing out candy to people, for a right reason.<br />
<br />
''Pumpkin Head'' As part of your uniform, you wear a pumpkin helmet. Only people you trust can see you without your mask.<br />
<br />
''Frightened Karen'' Your greatest desire is to scare Karen<br />
<br />
==== Channel Destruction: Trick ====<br />
"There was once a powerful pumpkin man in a pirate crew."<br />
<br />
At 3rd level, when a creature within 30 ft of you pass a saving throw, as a reaction, you hold out a horrifying idol. They subtract 1d10 from the roll. If it is a saving throw against being frightened by you or if they are named Karen, they instead subtract 10 from the roll.<br />
<br />
==== Channel Destruction: Or ====<br />
"Pumpkin man helped his living toy crewmate to make a copy of themselves."<br />
<br />
At 3rd level, as bonus action, you hold out your scary idol. Choose a creature within 30 ft of you. On their next ability check, they add 1d10 from the roll. If it is an intimidation check, they instead add 10 to the roll. This effect last for 1 minute.<br />
<br />
==== Channel Destruction: Treat ====<br />
"Despite slaying outless people, he saved children that believe in halloween."<br />
<br />
At 3rd level, as an action, you hold out your sweet idol. You create ten candy that remains good for 8 hours. When a creature eats the candy, they regain 4 hit points and no longer frightened.<br />
<br />
==== Boon of the Halloween King ====<br />
"The punkin man was sent by the halloween king."<br />
<br />
At 7th level, the halloween king has granted you a boon. Choose between Spooky Sword, Festive Costume, or Pumkin Helment<br />
<br />
;Spooky Sword<br />
"His sword killed more than anyone else in his pirate crew."<br />
<br />
You can use your action to create a Spooky Sword in your empty hand. You can choose the form that this two-handed melee weapon takes each time you create it. This weapon deals necrotic damage.<br />
<br />
Your Spooky Sword disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
You can transform one magic two-handed melee weapon into your Spooky Sword by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your Spooky Sword if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.<br />
<br />
Spooky Sword constantly produce a sickly 5-ft of dim light. When you hit a creature with Spooky Sword within the dim light, they must make a wisdom saving throw against your Combat Superiority dc or become frightened of you until the end of your next turn. Creatures named Karen have disadvantage to this roll.<br />
<br />
;Festive Costume<br />
"Only a selective few ever seen what's under his mask."<br />
<br />
You can cast disguise self at will. When you cast disguise self this way, the illusion must be wearing some kind of of costume.<br />
<br />
While you are under the effects of disguise self and a creature within 30 ft of you fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest. This bonus becomes d6 if it is a charisma based ability check.<br />
<br />
;Pumpkin Helmet<br />
"Even after all of his equipment is destroyed in a gas explosion and destruction of an entire dungeon, only him and his pumpkin helmet survived"<br />
<br />
You are granted a pumpkin helmet. While you are wearing it and you are not wielding a shield, your ac is increased by 2. Additionally, you have advantage to all charisma ability checks against children and Karen.<br />
<br />
==== Death is Part of Halloween ====<br />
"The chear of a muntiny against halloween king boast the punkin man's desire to live."<br />
<br />
At 15th level, you can feel death having a hard time claiming you. When you are at two failed death saving thows, you gain the following effects:<br />
* Whenever you pass a death saving throw, all creatures with 30 ft of you become frighten until the end of your next turn. While frightened this way, they will do their best to avoid harming you.<br />
* You have advantage to all death saving throws.<br />
<br />
==== King's Favorite ====<br />
"Another failure like this and you will be part of my corn field. You will be unable to move and you will be used to scare off the crows."<br />
<br />
-King of Halloween<br />
<br />
At 15th level, the pumpkin king chosen you has his champion. When you die, you are brought back to life. This process should not be preformed on mortals and you loose one character level.<br />
<br />
This can be used once per week.<br />
<br />
==== Arrival of Halloween ====<br />
"I have arrived and I am not pleased. This will be the most hallowed night for everyone involved."<br />
<br />
-King of Halloween<br />
<br />
At 20th level, you open a gate to the king of Halloween. As a 10 minute ritual, you can summon the king of Halloween (similar effect to Improved Divine Intervention from cleric class) to you location. The moment the king enter our world, he cast Hallow spell with the fear effect. This spell cannot be counter nor dispelled.<br />
<br />
This feature automatically triggers, without a 10 minute ritual, when you have two failed saving throws.<br />
<br />
You can use this feature once per long rest.<br />
<br />
=== Forsaken ===<br />
Once chosen by a greater power. But now discarded and cursed by the same higher power that used to help them. Time to show them what happens when they throw away their toys.<br />
<br />
;Desires of Forsaken<br />
<br />
An Emporer who takes this oath has the desires of forsaken to fullfil their revenage.<br />
<br />
''Never a Toy Again'' You hate being used by higher powers. You dislike seeing others being used as playthings for the greater powers.<br />
<br />
''Can't Die Yet'' You refuse to die until you get your revenage. You are willing to almost do anything to achieve your revenage.<br />
<br />
''Don't Praise the Gods'' You dislike worship of gods, higher powers, idols, and the sun. They do not deserve the attention.<br />
<br />
''God Slayer'' You aim to slay the higher powers. It may not be the method of your revenage but gaining the power to slay them will help greatly with your revenage.<br />
<br />
''Extinction Event of Karen'' Your greatest desire is to slay all Karens and prevent any more from being born.<br />
<br />
==== Back with Vengance ====<br />
"There was once a prisoner that refused to die. Each time he "died", he came back in a great frenzy.<br />
<br />
At 3rd level, when you are "dead", you come back as a mindless monster seaking death to all. Before attempting a saving throw, you instead stand up and enter venegance mode. The following is applied in venegance mood:<br />
<br />
* You regain hit points equal to your Emperor levels times your constitution modifier.<br />
* At the start of your turn, you must do your best to kill the nearest living awake creature (without using constables or limited charges items): regardless if it is an ally or foe. If there is multiple closest living creatures, it is picked randomly.<br />
* Once you attack a creature, you keep attacking that creature until they are dead or downed or no longer the closest creature.<br />
<br />
You regain your sanity after 10 minutes. You can use this feature once per long rest.<br />
<br />
==== Chosen Undead ====<br />
"He was cursed to roam this world without any mercy from healers. The only thing that can mend his body is Sunny D."<br />
<br />
At 3rd level, you are cursed with the undead. Your creature type becomes undead. You gain the following:<br />
<br />
* You no longer require to eat, breath, or sleep.<br />
* You still require 8 hours of rest<br />
* You cannot heal in any way except by drinking Estus Flask.<br />
<br />
;Estus Flask<br />
When you get this oath, you get an Estus Flask. You can create more during a long rest by expending 100 gd worth of materials.<br />
<br />
As a bonus action, you can drink from the Estus Flask to regain 2d10 + your constitution modifier. Another creature can feed you a Estus Flask as an action.<br />
<br />
If a Karen drinks an Estus Flask, it takes 1d10 poison, 1d10 necrotic, and 1d10 physic damage. For the next hour, Karen has vulnerability to the poison, necrotic, and physic damage.<br />
<br />
While an Estus Flask is always full, you can be healed by Estus Flask up to half of your emperor levels (rounded up).<br />
<br />
==== Tokens of the Departed ====<br />
"The worst part that he used the soul of his foes as an energy to kill more foes."<br />
<br />
At 6th level, when a life ends in your presence, you're able to snatch a token from the departing soul, a sliver of its life essence that takes physical form: as a reaction when a creature you can see dies within 30 feet of you, you can open your free hand and cause a Tiny trinket to appear there, a soul trinket. The DM determines the trinket's form or has you roll on the Trinkets table in the Player's Handbook to generate it.<br />
<br />
You can have a maximum number of soul trinkets equal to your proficiency bonus, and you can't create one while at your maximum. Karen soul trinkets do not count towards your maximum.<br />
<br />
You can use soul trinkets in the following ways:<br />
<br />
* While a soul trinket is on your person, you have advantage on death saving throws and Constitution saving throws, for your vitality is enhanced by the life essence within the object.<br />
<br />
* You can spend one to make another weapon attack<br />
<br />
* When you hit a creature, you can spend any number of soul tokens. For each token spend, you deal an extra 1d10 necrotic damage. You deal an extra 1d10 damage per soul token spent again Karen.<br />
<br />
==== Channel Destruction: Touch of Death ====<br />
"Never make pumpkin themed insults within pumpkin man's smiting range."<br />
<br />
Starting at 15th level, you can use Channel Divinity to destroy another creature's life force by touch. When you hit a creature with a melee attack, you can use Channel Divinity to deal extra necrotic damage to the target. The damage equals three times your Emperor level.<br />
<br />
==== Channel Destruction: Unescapable Grave ====<br />
"Not even gods are safe from the pumpkin man."<br />
<br />
Starting at 15th level, you can use your Channel Divinity to mark another creature’s life force for termination.<br />
<br />
As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends.<br />
<br />
==== Soul for a Soul ====<br />
"He was hunted down for his misuse of souls"<br />
<br />
At 20th level, you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 30 feet of you, you or one ally of your choice that is within 30 feet of you regains hit points equal to the enemy’s number of Hit Dice. You can use this feature only if you aren't incapacitated.<br />
<br />
Alternativily, you can use your bonus action and one soul token to heal an ally with 30 ft for 40 hit points.<br />
<br />
=== Eldritch Gun Slinger ===<br />
Beware of a gun slinger with firearm in one hand and an eldritch gun with the other hand. Time to show the higher powers that mortals can be strong.<br />
<br />
;Desires of Eldritch Gun Slinger<br />
An Emporer who takes this oath has the desires of Eldritch Gun Slinger<br />
<br />
''Show Off'' You enjoy showing off your sweet gun skills. When you prefer dangerous activities, like monster hunting, you need to protect others to spread your fame.<br />
<br />
''Tactician'' You strategise the best way to be at effective range at all times. Your position and foe's position is very imporant to you.<br />
<br />
''Fame Seekers'' You enjoy any kind of fame. You avoid doing dangerous activities when their is noone to see your actions.<br />
<br />
''Target Pratice Karen'' Your greatest desire is to use a Karen as a moving target pratice. It would be no fun if your living target pratice runs away or cease living.<br />
<br />
==== Bonus Proficiency ====<br />
"It is said that a master gun slinger will join the pirates to save or destroy the world."<br />
<br />
Starting when you choose this oath at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.<br />
<br />
Additionally, you can cast mage hand cantrip. You can wield Eldritch Gun with your mage hand.<br />
<br />
==== Beginner Marksman ====<br />
"Like any good gun slinger, he had some fancy tricks up his sleave."<br />
<br />
When you choose this oath at 3rd level, you learn to perform powerful Trick Shots to disable or damage your opponents using your firearms.<br />
<br />
''Trick Shots.'' You learn one trick shot of your choice. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack. You learn an additional trick shot of your choice at 7th, 15th, and 20th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.<br />
<br />
''Grit.'' You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a firearm, hit a Karen, or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You cannot regain git naturally. You can only have up to your intellegence modifier of git points at a time.<br />
<br />
''Saving Throws.;; Some of your trick shots require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:<br />
<br />
Trick shot save DC = 8 + your proficiency bonus + your Dexterity modifier<br />
<br />
Additionally, you can replace Combat Superiority Dc with Trick Shot DC.<br />
<br />
==== Channel Destruction: Eldritch Gun ====<br />
"What made him different was his powerful Eldritch Gun."<br />
<br />
As an action, you create an eldritch gun with the stats and feature of tiny sized Eldritch Cannon from Altillerist Artificer. Your spellcasting modifer is intellegence. You can duel weild this tiny eldritch gun with any light firearm.<br />
<br />
==== Channel Destruction Grity Day ====<br />
"When you think you are winning, the master gun slinger always has a few tricks aready to turn the tide."<br />
<br />
As an action, you can fill yourself with grit by looking at your idol. You gain git points equal to your intellegence modifier.<br />
<br />
==== Emporer Redesign ====<br />
"Unlike most men that follow his steps, he used agility over brute stength."<br />
<br />
At 7th level, you retrain everything you know. When an Emperor class feature uses strength, you can instead use dexterity. When an Emperor class feature uses melee weapon, you can instead use single handed firearm. <br />
<br />
==== Explosive Eldritch Gun ====<br />
"When things get ruff, the gun slinging pirate is not scared of throwing his highly explosive gun."<br />
<br />
Starting at 7th level, every eldritch gun you create is more destructive:<br />
<br />
* The eldritch gun's damage rolls all increase by 1d8.<br />
* As an action, you can over load your eldritch gun and throw it up to 60 feet away. Doing so destroys the gun and forces each creature within 20 feet of it to make a Dexterity saving throw against your trick shot dc, taking 3d8 force or fire damage on a failed save or half as much damage on a successful one. Karen have disadvantage to this saving throw.<br />
<br />
==== Lightning Reload ====<br />
"The gun slinger reloads faster than most mortal men"<br />
<br />
Starting at 15th level, you can reload any firearm as a bonus action.<br />
<br />
==== Fortified Aura ====<br />
"Never bring a gun to a gun fight. The gun sling pirate is very resistant to ranged attacks."<br />
<br />
By 15th level, you’re a master at forming well-defended emplacements using Eldritch Cannon.<br />
<br />
You and your allies have half cover while within 10 feet of you, as long as you weild an Eldritch Gun. It is a result of a shimmering field of magical protection that the gun emits.<br />
<br />
==== Twin Guns ====<br />
"What's more horrifying than one eldritch gun? Two of them."<br />
<br />
At 20th level, you can now have two eldritch guns at the same time. You can create two with the same channel destruction, and you can activate both of them with the same bonus action. You determine whether the guns are identical to each other or different. You can't create a third gun while you have two.<br />
<br />
==== Hemorrhaging Critical ====<br />
"His guns are so powerful, foes still feel its effects well after the creation of the bullet wound."<br />
<br />
Upon reaching 20th level, whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Emperor class, you must meet these prerequisites: 13 str<br />
<br />
'''Proficiencies.''' When you multiclass into the Emperor class, you gain the following proficiencies: light and medium armor, shield, simple weapon, and martial weapons<br />
<br />
<vote type=1/><br />
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{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Fighter Tag]]<!- melee and/or ranged fighters with magic less than or equal to an eldritch knight. Fighter variants and mashups are the most common homebrew classes-><br />
[[Category:Gunslinger Tag]]<!-uses guns or other ranged weapons-></div>Levelnom1https://www.dandwiki.com/w/index.php?title=Commander,_the_Fish_Variant_(5e_Class)&diff=1820648Commander, the Fish Variant (5e Class)2024-03-13T19:23:53Z<p>Levelnom1: </p>
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<div>= Commander, the Fish Variant =<br />
<br />
"A good Commander prefers strength in numbers and tactics opposed to pure physical strength,"-A successful Commander.<br />
<br />
=== Commander ===<br />
<br />
A person to look up to, a person of order, a person who dedicates their lives to the service, a commander has been called all these things and more, but that just scratches the surface of the truth. Being a commander really means always being ready for the unexpected, having to deal with failures and loss in battle and war while maintaining composure, and always following the chain of command. You have embodied these traits to heart through your service with the military even if you have since moved on. Other commander's have known to a one point held power in places besides the military, like the head of a household or clan, or the head of an organization or guild.<br />
<br />
=== Creating a Commander ===<br />
Why did you decide to become an adventurer? Did you get bored of being a soldier, get demoted for some reason, get transferred and leave instead or some other reason? What parts of being in the military have stuck to you, or are you not from the military and instead got experience being a leader elsewhere? What do you want to accomplish now?<br />
<br />
;Quick Build<br />
You can make a Commander quickly by following these suggestions. First, {{5a|Cha}} should be your highest ability score, followed by {{5a|con}} or {{5a|dex}}. Next, choose the [[Soldier (5e Background)|soldier]] background.<br />
<br />
{{5e Class Features<br />
|name=Commander<br />
|summary=Legendary commanders, and masters of battle.<br />
|hd=8<br />
|armor=Light Armor, medium armor, and shield<br />
|weapons=Simple Weapons<br />
|tools=One of your choice<br />
|saves={{5a|Wis}}, {{5a|Cha}}<br />
|skills=Choose three skills from {{5s|athletics}}, {{5s|animal Handling}} {{5s|deception}}, {{5s|history}}, {{5s|insight}}, {{5s|intimidation}}, {{5s|investigation}}, {{5s|nature}}, {{5s|perception}}, {{5s|persuasion}}, and {{5s|religion}}<br />
|item1a=A {{5e|Light crossbow}} with 20 bolts<br />
|item1b=any simple weapon<br />
|item2a={{5e|leather}}<br />
|item2b={{5e|Scale}} armor.<br />
|item4a=a {{5e|equipment packs|diplomat's pack}}<br />
|item4b=an {{5e|equipment packs|explorer's pack}}.<br />
|item5a=A toolset of your choice.<br />
|item5b=<br />
|wealth=5d4 x 10gp<br />
|classfeatures1={{inpage|Battle Commands}}, {{inpage|Commander's Inspiration}}<br />
|classfeatures2={{inpage|Helping Hand}}, {{inpage|Leadership Role}}, {{inpage|Rebellion}}<br />
|classfeatures3={{inpage|Sacred Oath}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Lead by Example}}, {{inpage|Font of Inspiration}}<br />
|classfeatures6={{inpage|Leadership Role Improvement}}, {{inpage|Rebellion Improvement}}<br />
|classfeatures7=[[#Sacred Oaths|Sacred Oath Feature]]<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Dampen Friendly Fire}}, {{inpage|Supervise}}<br />
|classfeatures10={{inpage|Natural Leader}}<br />
|classfeatures11={{inpage|Improved Lead by Example}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Troop's Training}}<br />
|classfeatures14={{inpage|Hit the Weak Spot!}}<br />
|classfeatures15=[[#Sacred Oaths|Sacred Oath Feature]]<br />
|classfeatures16=<br />
|classfeatures17={{inpage|With Me, You will Live}} <br />
|classfeatures18={{inpage|Aura Improvement}}<br />
|classfeatures19=<br />
|classfeatures20=[[#Sacred Oaths|Sacred Oath Feature]]<br />
<br />
|extrasonright=1<br />
|extra1_name=Commander's Inspiration Die<br />
|extra1_1=1d6<br />
|extra1_2=1d6<br />
|extra1_3=1d6<br />
|extra1_4=1d6<br />
|extra1_5=1d8<br />
|extra1_6=1d8<br />
|extra1_7=1d8<br />
|extra1_8=1d8<br />
|extra1_9=1d8<br />
|extra1_10=1d10<br />
|extra1_11=1d10<br />
|extra1_12=1d10<br />
|extra1_13=1d10<br />
|extra1_14=1d10<br />
|extra1_15=1d12<br />
|extra1_16=1d12<br />
|extra1_17=1d12<br />
|extra1_18=1d12<br />
|extra1_19=1d12<br />
|extra1_20=1d12<br />
}}<br />
<br />
=== Battle Commands ===<br />
At 1st level, you give a motivating speech to your troops. As a bonus action, you can issue a battle command from below. The battle command effects all allied creatures within 30 ft of you. The battle command remains active until the start of your next turn. You cannot have more than one battle command active at the same time.<br />
<br />
:''Charge!'' All allied creatures can use their bonus action to take the dash action. This movement must end nearer to the enemy.<br />
:''Reformation'' All allied creatures gain the disengage action when they take the dash action.<br />
:''Attack!'' All allied creatures gain +1 to their attack rolls and damage rolls when only targeting a creature that you have chosen within 60 ft of you.<br />
:''Be Quiet'' All allied creatures gain +3 to their stealth checks.<br />
:''Commander's Challenge'' All allied creature's ac is increased by 2 while your ac is decreased by 5. All hostile creatures is aware of this effect.<br />
<br />
=== Commander's Inspiration ===<br />
At 1st level, you can inspire others through giving tactical commands, shouting mottos and battle cries, or by recalling tales of heroism. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Commander's Inspiration die, a d6. <br />
<br />
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Commander's Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Commander's Inspiration die is rolled, it is lost. A creature can have only one Bardic or Commander's Inspiration die at a time. <br />
<br />
You can use this feature a number of times equal to your {{5a|cha}} modifier (a minimum of once). You regain any expended uses when you finish a long rest. <br />
<br />
=== Leadership Role ===<br />
At 2nd level, there is multiple ways to lead your Troops. Choose between Battle Cry, Moral Banner, or Voice of Reason:<br />
<br />
==== Battle Cry ====<br />
In battle, your mere presence can inspire everyone. Any creature with or had your Commander's Inspiration die is your Troop.<br />
<br />
As a bonus action, you can expend one use of your Commander's Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of Troops you can see and that can see you within 60 feet of you. Choose one of the battle cries below as an effect that they gain.<br />
<br />
:''Charge!'' All Troops can move twice their movement. <br />
:''Hold Strong!'' All Troops regain 1d8 hit points.<br />
<br />
The dice increases when you reach certain levels in this class, increasing to 2d8 at 5th level, 2d8 at 10th level, and 4d8 at 15th level.<br />
:''No Fear!'' All Troops make a saving throw to resist {{5c|charmed}} or {{5c|frightened}}. If they pass, they gain temporary hit points equal to two rolls of your commander's inspiration.<br />
:''Reposition!'' All Troops gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.<br />
<br />
The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level.<br />
:''Defend!'' All Troops can use their reaction to take the dodge action.<br />
<br />
==== Moral Banner ====<br />
Through a piece of fabric, creatures flock to your cause. As a bonus action, you can magically summon an incorporeal banner to a point you can see within 60 feet of you. The banner creates an aura in a 30-foot radius around that point. As a bonus action, you can teleport the banner up to 60 feet to a point you can see.<br />
<br />
Any ally creature in the banner's aura becomes your Troop or been in the banner's aura within the last long rest is your Troop.<br />
<br />
The banner persists for 1 minute. Once you use this feature, you can’t use it again until you finish a short or long rest.<br />
<br />
The effect of the banner's aura depends on the type of banner you summon from the options below.<br />
<br />
:''Bear Banner.'' The bear banner grants you and your Troops its might and endurance. Each creature of your choice in the aura when the banner appears gains temporary hit points equal to 5 + your commander level. In addition, you and your Troops gain advantage on Strength checks and Strength saving throws while in the aura.<br />
<br />
:''Hawk Banner.'' The hawk banner is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the banner's aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your Troops have advantage on Wisdom (Perception) checks while in the aura.<br />
<br />
:''Unicorn Banner.'' The unicorn banner lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the banner's aura. In addition, if a Troop cast a spell using a spell slot that restores hit points to Troop inside or outside the aura, each Troop of your choice in the aura also regains hit points equal to your commander level.<br />
<br />
==== Voice of Reason ====<br />
Among the chaos of the world and combat, your voice brings calm and respect from your Troops. When you make a speech that last at least 1 minute, choose up to your charisma modifier of willing creatures that hear or see your speak (you may include yourself). They have become your Troops for the purpose of your Commander features.<br />
<br />
While you can make a speech unlimited number of times, you can only have up to your charisma modifier of Troops at time. You cannot make a Troop out of creature that is already a Troop to someone else or have been a Troop since their last long rest. A creature is your Troop until they complete a long rest.<br />
<br />
Additionally, each of your Troop's gain temporary hit points equal to your level in Commander. As long as they have temporary hit points (from any source), they are immune to frighten and charm effects.<br />
<br />
=== Rebellion ===<br />
At 2nd level, when their is loyal Troops, there will be rebellious Troops. At any time, you can mark any of your Troops as a Rebellion. A Rebellion no longer a Troop for the purpose of your features.<br />
<br />
=== Helping Hand ===<br />
At 2nd level, you help your Troops in battle directly. You can use the Help action as a bonus action. Additionally, when you use the Help action to aid a Troop in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.<br />
<br />
=== Sacred Oath ===<br />
When you reach 3rd level, you swear the oath that binds you as a commander forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include the Channel Divinity feature.<br />
<br />
==== Channel Divinity ====<br />
Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.<br />
<br />
When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.<br />
<br />
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals to 8 + your charisma modifier + your proficiency modifier.<br />
<br />
=== Ability Score Improvement ===<br />
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.<br />
<br />
=== Lead by Example ===<br />
At 5th level, you lead others into combat. When you take an attack action, choose one of your Troops within 120 ft of you. They make one free weapon attack.<br />
<br />
=== Font of Inspiration ===<br />
At 5th level, your commander's Inspiration is restored after a short or long rest.<br />
<br />
=== Improved Leadership Role ===<br />
At 6th level, you become better at leading others. You gain one of the features below depending on your leadership role of Battle Cry, or Moral Banner, or Voice of Reason.<br />
<br />
==== Battle Cry: Aura of Protection ====<br />
Whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br />
<br />
At 18th level, the range of this aura increases to 30 feet.<br />
<br />
==== Moral Banner Improvement ====<br />
You can summon your banner twice per short or long rest.<br />
<br />
==== Voice of Reason Improvement ====<br />
All of your Troops can the temporary hit points once per short or long rest. Additionally, when they have temporary hit points in any way, they gain immunity to poisoned and deafened conditions.<br />
<br />
=== Improved Rebellion ===<br />
At 6th level, you become better at dealing with rebellion: and the rebellion trained better to deal with you. You know the location of any creature marked as a rebellion up to 1 mile away. You and your Troops have advantage to hit a rebellion creature. All rebellion creatures have advantage to hit you or your Troops.<br />
<br />
=== Dampen Friendly Fire ===<br />
At 9th level, you prevent your troops from hurting each other. All of your Troops take half damage dealt by your own Troops. Regardless of spell and effects, Troops have disadvantage to hit other Troops and have advantage to all saving throws caused by other Troops.<br />
<br />
=== Supervise ===<br />
At 9th level, under your leadership, your Troops will always succeed. When you use an help action on an ability check that you have proficiency in, they can treat a d20 roll of 9 or lower as a 10.<br />
<br />
=== Natural Leader ===<br />
At 10th level, your experience as a leader has allowed you become fast friend with other or limit your enemy's actions. As an action, you can make a Charisma (Persuasion) check contested by a creature’s Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.<br />
<br />
If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can’t make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.<br />
<br />
If you succeed on the check and the creature isn’t hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.<br />
<br />
=== Improved Lead by Example ===<br />
At 11th level, your leadership through example bore fruits. When a Troop makes an attack from Lead by Example, it deals an extra 1d8 radiant damage.<br />
<br />
=== Troop's Training ===<br />
Starting at 13th level, you train your Troops to be deadlier in combat. All of your Troops deal an extra 1 damage.<br />
<br />
=== Hit the Weak Spot! ===<br />
At 14th level, you attacks show your Troops where to hit. If you deal weapon damage to a creature on your turn, you can curse that creature until the start of your next turn. The next time one of your Troops hits the cursed creature with an attack, the target also takes 2d6 psychic damage, and the curse ends. You can curse a creature in this way only once per turn.<br />
<br />
=== With Me, You will Live ===<br />
At 17th level, you push your Troops survival rate to the max. At the start of each of the Troop's turn, they regain 1 hit points if they have no more than half of their hit points left. They don’t gain this benefit if they have 0 hit points.<br />
<br />
== Optional Features ==<br />
<br />
=== Infuse Items ===<br />
Replaces Battle Commands<br />
<br />
At 1st level, you prefer to use simpler and safer methods help your Troops. You gain one infused item from artificer class. This infused item can be only used by your Troops.<br />
<br />
Whenever you gain a level, you can change your infused item.<br />
<br />
=== Infuse Items ===<br />
Replace Natural Leader<br />
<br />
At 10th level, you prefer to use simpler and safer methods help your Troops. You gain one infused item from artificer class. This infused item can be only used by your Troops.<br />
<br />
If you already have infuse Items from this class, this feature grants two more items to infuse.<br />
<br />
Whenever you gain a level, you can change your infused item.<br />
<br />
=== Infuse Items ===<br />
Replace Hit the Weak Spot!<br />
<br />
At 14th level, you prefer to use simpler and safer methods help your Troops. You gain one infused item from artificer class. This infused item can be only used by your Troops.<br />
<br />
If you already have infuse Items from this class, this feature grants two more items to infuse.<br />
<br />
Whenever you gain a level, you can change your infused item.<br />
<br />
=== Infuse Items ===<br />
Replace With Me, You will Live<br />
<br />
At 17th level, you prefer to use simpler and safer methods help your Troops. You gain one infused item from artificer class. This infused item can be only used by your Troops.<br />
<br />
If you already have infuse Items from this class, this feature grants two more items to infuse.<br />
<br />
Whenever you gain a level, you can change your infused item.<br />
<br />
=Divine Oaths=<br />
You can take a divine oath from paladin class or one from below.<br />
<br />
== Oath of Apothecary ==<br />
"Once a pound a time, there was a young Apothecary named Iris. She was in an adventuring party with a giant construct and a child. From the beginning, the adventuring party called Iris their commander."<br />
<br />
==== Tenets of the Apothecary ====<br />
The tenets of the Oath of the Apothecary have carefully chosen to reflect Iris' great work. This oath emphasizes the principles of love ones above any concerns of good or evil. Its four central principles are simple.<br />
<br />
Protect Your Love Ones: Above all, protect your love ones regardless the cost.<br />
<br />
Let Nature Bloom: Take care of the plants and they will return the favor.<br />
<br />
Potions for All: Experiment, craft, and learn potions to save your love ones.<br />
<br />
Slay the Heretic: Hunt down every shambling mound. They have rebelled against the gods.<br />
<br />
=== Budding ===<br />
"Iris was part plant and part humanoid. As honor to the great Apothecary, we grow plants on ourself"<br />
<br />
You have plants growing from you, making you slightly part plant. Pick one from below<br />
{| class="wikitable"<br />
|+Budding Appearance<br />
|-<br />
! 1d6 !! Effect |<br />
|-<br />
| 1 || Leaves and buds grow on your head to create a crown <br />
|-<br />
| 2 || Vines and buds grow around your arm in an exotic fashion design <br />
|-<br />
| 3 || Leaves and buds grow among your hair, as if it was always been there <br />
|-<br />
| 4 || Vines and buds form an accessory like a belt, necklaces, or bracelet <br />
|-<br />
| 5 || Vines, leaves, and buds grow around your feet to create a boot <br />
|-<br />
| 6 || Vines, leaves, and buds create a natural but fashionable clothing <br />
|}<br />
<br />
=== Tool Proficiency ===<br />
"She was one of the most talented Apothecary of her time."<br />
<br />
At 3rd level, you gain proficiency in herbalism and alchemist<br />
<br />
=== Channel Divinity: Potion crafting ===<br />
"While her companions rest during the night, Iris stayed up late to craft potions to help her friends in the coming battle."<br />
<br />
At 3rd level, you can use your channel divinity to create potions from nature. As an action, you can make any common potion after spending 10 gd pieces. You must have alchemist or herbalism kit to craft potions.<br />
<br />
At 7th level, you can craft uncommon potion for 50 gd. At 15th level, you can rare potion for 100 gd.<br />
<br />
=== Channel Divinity: Bloom ===<br />
"Plants counted Iris as one of their own. It is said that even the most stubborn plant bloom in her care."<br />
<br />
At 3rd level, you can your channel divinity to bloom your budding flowers. As an action, all of the buds on you bloom into a flower and release a strong smell. Every plan within 30 feet of you that can smell you must make a Wisdom saving throw. On a failed save, the creature is charmed for 1 minute or until it takes damage.<br />
<br />
While charmed this way, the plant is friendly to you and your Troops. You and your Troops can communicate with charmed plants as if they are under the effects of Speak with Plants spell.<br />
<br />
=== Potion Thrower ===<br />
"Like all Apothecary adventurers, Iris primary used potions to fend off great evil foes."<br />
<br />
At 7th level, you can throw potions without loosing its effectiveness. As an action, you throw a potion. It uses strength to hit and has a range of 30/90 ft. If the target is a willing Troop, it automatically hits.<br />
<br />
=== Thorn Armor ===<br />
"On that dark day, a shambling mound went wild and attacked Iris and her friends. The Apothecary try her best to save her friends."<br />
<br />
At 15th level, your gift of plants is spread to your allies. As an action, every Troop within 30 ft of you has thorny vines grow around them. They gain temporary hit points equal to your charisma modifier. Until an hour past or all temporary hit points is used up, any melee attack takes your charisma modifier of magical piercing or poison damage.<br />
<br />
You can use this feature once per short or long rest.<br />
<br />
=== Iris Rose Bush ===<br />
"Iris sacrifice herself to save her friends from the shambling mound. The gods saw her great deeds. They caused a rose bush to grow from her corpse as a memorial of her heroic death."<br />
<br />
At 20th level, you plant seeds in your Troops just in case the worst happens.<br />
<br />
Whenever you or your Troops die, an Iris rose bush grows from their body. It has the same ingigitive as the dead creature and attacks anything hostile to it.<br />
<br />
As long as the rose bush is alive, the corpse is perfectly preserved as if it just died. Additionally, the corpse is immune to all magic except spells to revive the corpse. Once the corpse is revived or removed, the rose bush withers away.<br />
<br />
<br />
== Oath of Pirate Captain ==<br />
"Legend says that a leonin pirate captain has the fate to choose to save the world or doom it to destruction."<br />
<br />
==== Tenets of Pirate Captain ====<br />
<br />
Freedom can be a selfless virtue or a selfish want. For paladins who swear the Oath of the Pirate Captain, freedom is the highest calling, and a gift to be granted to all.<br />
<br />
No Greater Life than a Life Lived Free. One should be free to chart their own path without oppression. Those who would exert their power to dominate others shall be smote.<br />
<br />
Protect the Crew. Your crew is the most important thing to a captain. Lead them to victory or failure. As long as they stay alive, there is always another chance<br />
<br />
Explore the Uncharted. The world is filled with mystery. Through the pursuit of enigmatic ends, one can uncover those who hide their foul deeds, and find the path to becoming something great.<br />
<br />
Loyalty. Stay true to those who are loyal to you.<br />
Reward loyalty with glory and treasure.<br />
Traitors deserve ruthless judgment.<br />
<br />
=== Channel Divinity: Raid ===<br />
"It is said that the pirate captain used to go on raids with her father, whom was also a pirate captain."<br />
<br />
At 3rd level, you use your channel divinity to cause your crew to be ready for a raid. As an action, all Troops within 30 ft of you gain the following for 1 hour:<br />
<br />
* Increase movement speed by 5 ft<br />
* Increase jump distance by 5 ft<br />
* Gain swimming speed equal to walking speed<br />
* Advantage to saving throws against cannons<br />
<br />
=== Channel Divinity: Plunder ===<br />
"Right before she became captain, she plundered entire castle without killing a single soul."<br />
<br />
At 3rd level, you use your channel divinity to cause your crew to be ready for a raid. As an action, all Troops within 30 ft of you gain the following for 1 hour:<br />
<br />
* Advantage to stealth<br />
* Advantage to sleight of hand<br />
* Advantage to thieves' tools<br />
<br />
=== Aura of Liberation ===<br />
"The legendary pirate captain will roam the seas, unhindered by wizards, cultist, fey, and daemons."<br />
<br />
Starting at 7th level, you fill nearby creatures with the energy of movement. While you’re not incapacitated, you and creatures of your choice within 10 feet of you cannot be grappled or restrained, and ignore penalties on movement and attacks while underwater. Creatures that are already grappled or restrained when they enter the aura can spend 5 feet of movement to automatically escape unless they are bound by magic restraints.<br />
<br />
When you reach 18th level in this class, the aura affects creatures within 30 feet of you.<br />
<br />
=== Rebuke of the Captain ===<br />
"While hard to anger, this captain will seek vengeance against anyone whom dare to take another life away from her."<br />
<br />
At 15th level, you can cast silvery Mockery without any spell slots. You must apply the advantage to one of your Troops to cast this spell.<br />
<br />
You can use this feature up to your charisma modifier per short or long rest.<br />
<br />
=== Grand Captain ===<br />
"At the final battle to determine the fate of the world, the leonin pirate captain will play a critical role that tips the results of battle to her favor."<br />
<br />
At 20th level, you are a living avatar of the high seas. As a bonus action on your turn, you can transform, becoming as terrible as a storm for 1 minute. While transformed you gain the benefits below:<br />
<br />
* You are immune to cold, lightning, and thunder damage.<br />
* You can cast command at 1st-level as a bonus action on each of your turns without expending a spell slot.<br />
* Whenever you hit a Huge or smaller creature with a melee attack, it must succeed on a Strength saving throw against your channel divinity save DC or be knocked prone.<br />
<br />
Once you use this feature, you must complete a long rest before you can use it again<br />
<br />
== Oath of Legionnaire ==<br />
"There is a mighty legionnaire leonin that survived unbelievable odds... and constantly hungers for bone marrow"<br />
<br />
==== Tenets of Legionnaire ====<br />
Though the exact words and strictures of the Oath of Legionnaire vary, paladins of this oath share these tenets.<br />
<br />
Duty. You never stand down as long there is someone to protect<br />
<br />
Sturdy. You have to stay strong to serve as the anchor for everyone else around you<br />
<br />
Repentance. I protect others since I failed to protection someone important in my past.<br />
<br />
Fisherman. Fishing is a great hobby and survival skill<br />
<br />
=== Guard ===<br />
"Her body cannot easily be slayed by normal means."<br />
<br />
At 3rd level, you can block attacks easier than most. When wearing armor that you are proficient in, your ac is increased by 1.<br />
<br />
Your ac is increased by an addition 1 at 7th, 15th, and 20th levels.<br />
<br />
=== Channel Divinity: Combat Stances ===<br />
"She stand strong in front of many fearsome monsters."<br />
<br />
At 3rd, you use your channel divinity to pull knowledge from many generations of Legionnaires. As a bonus action, choose one stand from below. Your stance last for 1 minute.<br />
<br />
;Sentinel Stance<br />
While in this stance, you gain a bonus to attack rolls equal to half of your proficiency bonus. In addition, you may make a melee weapon attack as a bonus action.<br />
<br />
;Phalanx Stance<br />
While in this stance, you gain a bonus to Armor Class equal to half of your proficiency bonus. In addition, all allies within 5 feet of you gain half cover.<br />
<br />
;Berserker Stance<br />
While in this stance, you gain a bonus to damage rolls equal to half of your proficiency bonus. In addition, you score a critical hit on a 19 or 20.<br />
<br />
=== Channel Divinity: Talent ===<br />
"The pirate leonin was talented in many things, like fishing."<br />
<br />
As an action, you use your channel divinity to gain a feat for 1 hour.<br />
<br />
Additionally, you have advantage to all rolls to do fishing for 1 hour.<br />
<br />
=== Endurance ===<br />
"She can take more blows than mortal can."<br />
<br />
At 7th level, your maximum hit points is increased by 5 + your Constitution modifier.<br />
<br />
At 15th and 20th, you gain this benefit again.<br />
<br />
=== Defender ===<br />
"As the pirate crew begin to loose trust in their captain, the leonin stand strong among the chaos."<br />
At 15th level, your ac and all saving throws is increased by 2.<br />
<br />
At 20th level, your ac and all saving throws is increased another 2.<br />
<br />
=== Body of a God ===<br />
"With her never wavering bravery, the pirate captain stepped down and grant the legionnaire the command of the crew."<br />
<br />
At 20th level, your body is better than a god. The maximum constitution is increased to 30 and your constitution score is increased by 2.<br />
<br />
= Multiclassing =<br />
'''Prerequisites.''' To qualify for multiclassing into the General class, you must meet these prerequisites: {{5a|Cha}} 13<br />
<br />
'''Proficiencies.''' When you multiclass into the General class, you gain the following proficiencies: simple weapons, light armor, medium armor, and shield<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Bard Tag]]</div>Levelnom1https://www.dandwiki.com/w/index.php?title=Commander,_the_Fish_Variant_(5e_Class)&diff=1820647Commander, the Fish Variant (5e Class)2024-03-13T19:22:40Z<p>Levelnom1: /* Improved Rebellion */</p>
<hr />
<div>= Commander, the Fish Variant =<br />
<br />
"A good Commander prefers strength in numbers and tactics opposed to pure physical strength,"-A successful Commander.<br />
<br />
=== Commander ===<br />
<br />
A person to look up to, a person of order, a person who dedicates their lives to the service, a commander has been called all these things and more, but that just scratches the surface of the truth. Being a commander really means always being ready for the unexpected, having to deal with failures and loss in battle and war while maintaining composure, and always following the chain of command. You have embodied these traits to heart through your service with the military even if you have since moved on. Other commander's have known to a one point held power in places besides the military, like the head of a household or clan, or the head of an organization or guild.<br />
<br />
=== Creating a Commander ===<br />
Why did you decide to become an adventurer? Did you get bored of being a soldier, get demoted for some reason, get transferred and leave instead or some other reason? What parts of being in the military have stuck to you, or are you not from the military and instead got experience being a leader elsewhere? What do you want to accomplish now?<br />
<br />
;Quick Build<br />
You can make a Commander quickly by following these suggestions. First, {{5a|Cha}} should be your highest ability score, followed by {{5a|con}} or {{5a|dex}}. Next, choose the [[Soldier (5e Background)|soldier]] background.<br />
<br />
{{5e Class Features<br />
|name=Commander<br />
|summary=Legendary commanders, and masters of battle.<br />
|hd=8<br />
|armor=Light Armor, medium armor, and shield<br />
|weapons=Simple Weapons<br />
|tools=One of your choice<br />
|saves={{5a|Wis}}, {{5a|Cha}}<br />
|skills=Choose three skills from {{5s|athletics}}, {{5s|animal Handling}} {{5s|deception}}, {{5s|history}}, {{5s|insight}}, {{5s|intimidation}}, {{5s|investigation}}, {{5s|nature}}, {{5s|perception}}, {{5s|persuasion}}, and {{5s|religion}}<br />
|item1a=A {{5e|Light crossbow}} with 20 bolts<br />
|item1b=any simple weapon<br />
|item2a={{5e|leather}}<br />
|item2b={{5e|Scale}} armor.<br />
|item4a=a {{5e|equipment packs|diplomat's pack}}<br />
|item4b=an {{5e|equipment packs|explorer's pack}}.<br />
|item5a=A toolset of your choice.<br />
|item5b=<br />
|wealth=5d4 x 10gp<br />
|classfeatures1={{inpage|Battle Commands}}, {{inpage|Commander's Inspiration}}<br />
|classfeatures2={{inpage|Helping Hand}}, {{inpage|Leadership Role}}<br />
|classfeatures3={{inpage|No Sick Days}}, {{inpage|Sacred Oath}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Lead by Example}}, {{inpage|Font of Inspiration}}<br />
|classfeatures6={{inpage|Leadership Role Improvement}}<br />
|classfeatures7=[[#Sacred Oaths|Sacred Oath Feature]]<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Dampen Friendly Fire}}, {{inpage|Supervise}}<br />
|classfeatures10={{inpage|Natural Leader}}<br />
|classfeatures11={{inpage|Improved Lead by Example}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Troop's Training}}<br />
|classfeatures14={{inpage|Hit the Weak Spot!}}<br />
|classfeatures15=[[#Sacred Oaths|Sacred Oath Feature]]<br />
|classfeatures16=<br />
|classfeatures17={{inpage|With Me, You will Live}} <br />
|classfeatures18={{inpage|Aura Improvement}}<br />
|classfeatures19=<br />
|classfeatures20=[[#Sacred Oaths|Sacred Oath Feature]]<br />
<br />
|extrasonright=1<br />
|extra1_name=Commander's Inspiration Die<br />
|extra1_1=1d6<br />
|extra1_2=1d6<br />
|extra1_3=1d6<br />
|extra1_4=1d6<br />
|extra1_5=1d8<br />
|extra1_6=1d8<br />
|extra1_7=1d8<br />
|extra1_8=1d8<br />
|extra1_9=1d8<br />
|extra1_10=1d10<br />
|extra1_11=1d10<br />
|extra1_12=1d10<br />
|extra1_13=1d10<br />
|extra1_14=1d10<br />
|extra1_15=1d12<br />
|extra1_16=1d12<br />
|extra1_17=1d12<br />
|extra1_18=1d12<br />
|extra1_19=1d12<br />
|extra1_20=1d12<br />
}}<br />
<br />
=== Battle Commands ===<br />
At 1st level, you give a motivating speech to your troops. As a bonus action, you can issue a battle command from below. The battle command effects all allied creatures within 30 ft of you. The battle command remains active until the start of your next turn. You cannot have more than one battle command active at the same time.<br />
<br />
:''Charge!'' All allied creatures can use their bonus action to take the dash action. This movement must end nearer to the enemy.<br />
:''Reformation'' All allied creatures gain the disengage action when they take the dash action.<br />
:''Attack!'' All allied creatures gain +1 to their attack rolls and damage rolls when only targeting a creature that you have chosen within 60 ft of you.<br />
:''Be Quiet'' All allied creatures gain +3 to their stealth checks.<br />
:''Commander's Challenge'' All allied creature's ac is increased by 2 while your ac is decreased by 5. All hostile creatures is aware of this effect.<br />
<br />
=== Commander's Inspiration ===<br />
At 1st level, you can inspire others through giving tactical commands, shouting mottos and battle cries, or by recalling tales of heroism. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Commander's Inspiration die, a d6. <br />
<br />
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Commander's Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Commander's Inspiration die is rolled, it is lost. A creature can have only one Bardic or Commander's Inspiration die at a time. <br />
<br />
You can use this feature a number of times equal to your {{5a|cha}} modifier (a minimum of once). You regain any expended uses when you finish a long rest. <br />
<br />
=== Leadership Role ===<br />
At 2nd level, there is multiple ways to lead your Troops. Choose between Battle Cry, Moral Banner, or Voice of Reason:<br />
<br />
==== Battle Cry ====<br />
In battle, your mere presence can inspire everyone. Any creature with or had your Commander's Inspiration die is your Troop.<br />
<br />
As a bonus action, you can expend one use of your Commander's Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of Troops you can see and that can see you within 60 feet of you. Choose one of the battle cries below as an effect that they gain.<br />
<br />
:''Charge!'' All Troops can move twice their movement. <br />
:''Hold Strong!'' All Troops regain 1d8 hit points.<br />
<br />
The dice increases when you reach certain levels in this class, increasing to 2d8 at 5th level, 2d8 at 10th level, and 4d8 at 15th level.<br />
:''No Fear!'' All Troops make a saving throw to resist {{5c|charmed}} or {{5c|frightened}}. If they pass, they gain temporary hit points equal to two rolls of your commander's inspiration.<br />
:''Reposition!'' All Troops gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.<br />
<br />
The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level.<br />
:''Defend!'' All Troops can use their reaction to take the dodge action.<br />
<br />
==== Moral Banner ====<br />
Through a piece of fabric, creatures flock to your cause. As a bonus action, you can magically summon an incorporeal banner to a point you can see within 60 feet of you. The banner creates an aura in a 30-foot radius around that point. As a bonus action, you can teleport the banner up to 60 feet to a point you can see.<br />
<br />
Any ally creature in the banner's aura becomes your Troop or been in the banner's aura within the last long rest is your Troop.<br />
<br />
The banner persists for 1 minute. Once you use this feature, you can’t use it again until you finish a short or long rest.<br />
<br />
The effect of the banner's aura depends on the type of banner you summon from the options below.<br />
<br />
:''Bear Banner.'' The bear banner grants you and your Troops its might and endurance. Each creature of your choice in the aura when the banner appears gains temporary hit points equal to 5 + your commander level. In addition, you and your Troops gain advantage on Strength checks and Strength saving throws while in the aura.<br />
<br />
:''Hawk Banner.'' The hawk banner is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the banner's aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your Troops have advantage on Wisdom (Perception) checks while in the aura.<br />
<br />
:''Unicorn Banner.'' The unicorn banner lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the banner's aura. In addition, if a Troop cast a spell using a spell slot that restores hit points to Troop inside or outside the aura, each Troop of your choice in the aura also regains hit points equal to your commander level.<br />
<br />
==== Voice of Reason ====<br />
Among the chaos of the world and combat, your voice brings calm and respect from your Troops. When you make a speech that last at least 1 minute, choose up to your charisma modifier of willing creatures that hear or see your speak (you may include yourself). They have become your Troops for the purpose of your Commander features.<br />
<br />
While you can make a speech unlimited number of times, you can only have up to your charisma modifier of Troops at time. You cannot make a Troop out of creature that is already a Troop to someone else or have been a Troop since their last long rest. A creature is your Troop until they complete a long rest.<br />
<br />
Additionally, each of your Troop's gain temporary hit points equal to your level in Commander. As long as they have temporary hit points (from any source), they are immune to frighten and charm effects.<br />
<br />
=== Rebellion ===<br />
At 6th level, when their is loyal Troops, there will be rebellious Troops. At any time, you can mark any of your Troops as a Rebellion. A Rebellion no longer a Troop for the purpose of your features.<br />
<br />
=== Helping Hand ===<br />
At 2nd level, you help your Troops in battle directly. You can use the Help action as a bonus action. Additionally, when you use the Help action to aid a Troop in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.<br />
<br />
=== Sacred Oath ===<br />
When you reach 3rd level, you swear the oath that binds you as a commander forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include the Channel Divinity feature.<br />
<br />
==== Channel Divinity ====<br />
Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.<br />
<br />
When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.<br />
<br />
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals to 8 + your charisma modifier + your proficiency modifier.<br />
<br />
=== Ability Score Improvement ===<br />
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.<br />
<br />
=== Lead by Example ===<br />
At 5th level, you lead others into combat. When you take an attack action, choose one of your Troops within 120 ft of you. They make one free weapon attack.<br />
<br />
=== Font of Inspiration ===<br />
At 5th level, your commander's Inspiration is restored after a short or long rest.<br />
<br />
=== Improved Leadership Role ===<br />
At 6th level, you become better at leading others. You gain one of the features below depending on your leadership role of Battle Cry, or Moral Banner, or Voice of Reason.<br />
<br />
==== Battle Cry: Aura of Protection ====<br />
Whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br />
<br />
At 18th level, the range of this aura increases to 30 feet.<br />
<br />
==== Moral Banner Improvement ====<br />
You can summon your banner twice per short or long rest.<br />
<br />
==== Voice of Reason Improvement ====<br />
All of your Troops can the temporary hit points once per short or long rest. Additionally, when they have temporary hit points in any way, they gain immunity to poisoned and deafened conditions.<br />
<br />
=== Improved Rebellion ===<br />
At 6th level, you become better at dealing with rebellion: and the rebellion trained better to deal with you. You know the location of any creature marked as a rebellion up to 1 mile away. You and your Troops have advantage to hit a rebellion creature. All rebellion creatures have advantage to hit you or your Troops.<br />
<br />
=== Dampen Friendly Fire ===<br />
At 9th level, you prevent your troops from hurting each other. All of your Troops take half damage dealt by your own Troops. Regardless of spell and effects, Troops have disadvantage to hit other Troops and have advantage to all saving throws caused by other Troops.<br />
<br />
=== Supervise ===<br />
At 9th level, under your leadership, your Troops will always succeed. When you use an help action on an ability check that you have proficiency in, they can treat a d20 roll of 9 or lower as a 10.<br />
<br />
=== Natural Leader ===<br />
At 10th level, your experience as a leader has allowed you become fast friend with other or limit your enemy's actions. As an action, you can make a Charisma (Persuasion) check contested by a creature’s Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.<br />
<br />
If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can’t make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.<br />
<br />
If you succeed on the check and the creature isn’t hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.<br />
<br />
=== Improved Lead by Example ===<br />
At 11th level, your leadership through example bore fruits. When a Troop makes an attack from Lead by Example, it deals an extra 1d8 radiant damage.<br />
<br />
=== Troop's Training ===<br />
Starting at 13th level, you train your Troops to be deadlier in combat. All of your Troops deal an extra 1 damage.<br />
<br />
=== Hit the Weak Spot! ===<br />
At 14th level, you attacks show your Troops where to hit. If you deal weapon damage to a creature on your turn, you can curse that creature until the start of your next turn. The next time one of your Troops hits the cursed creature with an attack, the target also takes 2d6 psychic damage, and the curse ends. You can curse a creature in this way only once per turn.<br />
<br />
=== With Me, You will Live ===<br />
At 17th level, you push your Troops survival rate to the max. At the start of each of the Troop's turn, they regain 1 hit points if they have no more than half of their hit points left. They don’t gain this benefit if they have 0 hit points.<br />
<br />
== Optional Features ==<br />
<br />
=== Infuse Items ===<br />
Replaces Battle Commands<br />
<br />
At 1st level, you prefer to use simpler and safer methods help your Troops. You gain one infused item from artificer class. This infused item can be only used by your Troops.<br />
<br />
Whenever you gain a level, you can change your infused item.<br />
<br />
=== Infuse Items ===<br />
Replace Natural Leader<br />
<br />
At 10th level, you prefer to use simpler and safer methods help your Troops. You gain one infused item from artificer class. This infused item can be only used by your Troops.<br />
<br />
If you already have infuse Items from this class, this feature grants two more items to infuse.<br />
<br />
Whenever you gain a level, you can change your infused item.<br />
<br />
=== Infuse Items ===<br />
Replace Hit the Weak Spot!<br />
<br />
At 14th level, you prefer to use simpler and safer methods help your Troops. You gain one infused item from artificer class. This infused item can be only used by your Troops.<br />
<br />
If you already have infuse Items from this class, this feature grants two more items to infuse.<br />
<br />
Whenever you gain a level, you can change your infused item.<br />
<br />
=== Infuse Items ===<br />
Replace With Me, You will Live<br />
<br />
At 17th level, you prefer to use simpler and safer methods help your Troops. You gain one infused item from artificer class. This infused item can be only used by your Troops.<br />
<br />
If you already have infuse Items from this class, this feature grants two more items to infuse.<br />
<br />
Whenever you gain a level, you can change your infused item.<br />
<br />
=Divine Oaths=<br />
You can take a divine oath from paladin class or one from below.<br />
<br />
== Oath of Apothecary ==<br />
"Once a pound a time, there was a young Apothecary named Iris. She was in an adventuring party with a giant construct and a child. From the beginning, the adventuring party called Iris their commander."<br />
<br />
==== Tenets of the Apothecary ====<br />
The tenets of the Oath of the Apothecary have carefully chosen to reflect Iris' great work. This oath emphasizes the principles of love ones above any concerns of good or evil. Its four central principles are simple.<br />
<br />
Protect Your Love Ones: Above all, protect your love ones regardless the cost.<br />
<br />
Let Nature Bloom: Take care of the plants and they will return the favor.<br />
<br />
Potions for All: Experiment, craft, and learn potions to save your love ones.<br />
<br />
Slay the Heretic: Hunt down every shambling mound. They have rebelled against the gods.<br />
<br />
=== Budding ===<br />
"Iris was part plant and part humanoid. As honor to the great Apothecary, we grow plants on ourself"<br />
<br />
You have plants growing from you, making you slightly part plant. Pick one from below<br />
{| class="wikitable"<br />
|+Budding Appearance<br />
|-<br />
! 1d6 !! Effect |<br />
|-<br />
| 1 || Leaves and buds grow on your head to create a crown <br />
|-<br />
| 2 || Vines and buds grow around your arm in an exotic fashion design <br />
|-<br />
| 3 || Leaves and buds grow among your hair, as if it was always been there <br />
|-<br />
| 4 || Vines and buds form an accessory like a belt, necklaces, or bracelet <br />
|-<br />
| 5 || Vines, leaves, and buds grow around your feet to create a boot <br />
|-<br />
| 6 || Vines, leaves, and buds create a natural but fashionable clothing <br />
|}<br />
<br />
=== Tool Proficiency ===<br />
"She was one of the most talented Apothecary of her time."<br />
<br />
At 3rd level, you gain proficiency in herbalism and alchemist<br />
<br />
=== Channel Divinity: Potion crafting ===<br />
"While her companions rest during the night, Iris stayed up late to craft potions to help her friends in the coming battle."<br />
<br />
At 3rd level, you can use your channel divinity to create potions from nature. As an action, you can make any common potion after spending 10 gd pieces. You must have alchemist or herbalism kit to craft potions.<br />
<br />
At 7th level, you can craft uncommon potion for 50 gd. At 15th level, you can rare potion for 100 gd.<br />
<br />
=== Channel Divinity: Bloom ===<br />
"Plants counted Iris as one of their own. It is said that even the most stubborn plant bloom in her care."<br />
<br />
At 3rd level, you can your channel divinity to bloom your budding flowers. As an action, all of the buds on you bloom into a flower and release a strong smell. Every plan within 30 feet of you that can smell you must make a Wisdom saving throw. On a failed save, the creature is charmed for 1 minute or until it takes damage.<br />
<br />
While charmed this way, the plant is friendly to you and your Troops. You and your Troops can communicate with charmed plants as if they are under the effects of Speak with Plants spell.<br />
<br />
=== Potion Thrower ===<br />
"Like all Apothecary adventurers, Iris primary used potions to fend off great evil foes."<br />
<br />
At 7th level, you can throw potions without loosing its effectiveness. As an action, you throw a potion. It uses strength to hit and has a range of 30/90 ft. If the target is a willing Troop, it automatically hits.<br />
<br />
=== Thorn Armor ===<br />
"On that dark day, a shambling mound went wild and attacked Iris and her friends. The Apothecary try her best to save her friends."<br />
<br />
At 15th level, your gift of plants is spread to your allies. As an action, every Troop within 30 ft of you has thorny vines grow around them. They gain temporary hit points equal to your charisma modifier. Until an hour past or all temporary hit points is used up, any melee attack takes your charisma modifier of magical piercing or poison damage.<br />
<br />
You can use this feature once per short or long rest.<br />
<br />
=== Iris Rose Bush ===<br />
"Iris sacrifice herself to save her friends from the shambling mound. The gods saw her great deeds. They caused a rose bush to grow from her corpse as a memorial of her heroic death."<br />
<br />
At 20th level, you plant seeds in your Troops just in case the worst happens.<br />
<br />
Whenever you or your Troops die, an Iris rose bush grows from their body. It has the same ingigitive as the dead creature and attacks anything hostile to it.<br />
<br />
As long as the rose bush is alive, the corpse is perfectly preserved as if it just died. Additionally, the corpse is immune to all magic except spells to revive the corpse. Once the corpse is revived or removed, the rose bush withers away.<br />
<br />
<br />
== Oath of Pirate Captain ==<br />
"Legend says that a leonin pirate captain has the fate to choose to save the world or doom it to destruction."<br />
<br />
==== Tenets of Pirate Captain ====<br />
<br />
Freedom can be a selfless virtue or a selfish want. For paladins who swear the Oath of the Pirate Captain, freedom is the highest calling, and a gift to be granted to all.<br />
<br />
No Greater Life than a Life Lived Free. One should be free to chart their own path without oppression. Those who would exert their power to dominate others shall be smote.<br />
<br />
Protect the Crew. Your crew is the most important thing to a captain. Lead them to victory or failure. As long as they stay alive, there is always another chance<br />
<br />
Explore the Uncharted. The world is filled with mystery. Through the pursuit of enigmatic ends, one can uncover those who hide their foul deeds, and find the path to becoming something great.<br />
<br />
Loyalty. Stay true to those who are loyal to you.<br />
Reward loyalty with glory and treasure.<br />
Traitors deserve ruthless judgment.<br />
<br />
=== Channel Divinity: Raid ===<br />
"It is said that the pirate captain used to go on raids with her father, whom was also a pirate captain."<br />
<br />
At 3rd level, you use your channel divinity to cause your crew to be ready for a raid. As an action, all Troops within 30 ft of you gain the following for 1 hour:<br />
<br />
* Increase movement speed by 5 ft<br />
* Increase jump distance by 5 ft<br />
* Gain swimming speed equal to walking speed<br />
* Advantage to saving throws against cannons<br />
<br />
=== Channel Divinity: Plunder ===<br />
"Right before she became captain, she plundered entire castle without killing a single soul."<br />
<br />
At 3rd level, you use your channel divinity to cause your crew to be ready for a raid. As an action, all Troops within 30 ft of you gain the following for 1 hour:<br />
<br />
* Advantage to stealth<br />
* Advantage to sleight of hand<br />
* Advantage to thieves' tools<br />
<br />
=== Aura of Liberation ===<br />
"The legendary pirate captain will roam the seas, unhindered by wizards, cultist, fey, and daemons."<br />
<br />
Starting at 7th level, you fill nearby creatures with the energy of movement. While you’re not incapacitated, you and creatures of your choice within 10 feet of you cannot be grappled or restrained, and ignore penalties on movement and attacks while underwater. Creatures that are already grappled or restrained when they enter the aura can spend 5 feet of movement to automatically escape unless they are bound by magic restraints.<br />
<br />
When you reach 18th level in this class, the aura affects creatures within 30 feet of you.<br />
<br />
=== Rebuke of the Captain ===<br />
"While hard to anger, this captain will seek vengeance against anyone whom dare to take another life away from her."<br />
<br />
At 15th level, you can cast silvery Mockery without any spell slots. You must apply the advantage to one of your Troops to cast this spell.<br />
<br />
You can use this feature up to your charisma modifier per short or long rest.<br />
<br />
=== Grand Captain ===<br />
"At the final battle to determine the fate of the world, the leonin pirate captain will play a critical role that tips the results of battle to her favor."<br />
<br />
At 20th level, you are a living avatar of the high seas. As a bonus action on your turn, you can transform, becoming as terrible as a storm for 1 minute. While transformed you gain the benefits below:<br />
<br />
* You are immune to cold, lightning, and thunder damage.<br />
* You can cast command at 1st-level as a bonus action on each of your turns without expending a spell slot.<br />
* Whenever you hit a Huge or smaller creature with a melee attack, it must succeed on a Strength saving throw against your channel divinity save DC or be knocked prone.<br />
<br />
Once you use this feature, you must complete a long rest before you can use it again<br />
<br />
== Oath of Legionnaire ==<br />
"There is a mighty legionnaire leonin that survived unbelievable odds... and constantly hungers for bone marrow"<br />
<br />
==== Tenets of Legionnaire ====<br />
Though the exact words and strictures of the Oath of Legionnaire vary, paladins of this oath share these tenets.<br />
<br />
Duty. You never stand down as long there is someone to protect<br />
<br />
Sturdy. You have to stay strong to serve as the anchor for everyone else around you<br />
<br />
Repentance. I protect others since I failed to protection someone important in my past.<br />
<br />
Fisherman. Fishing is a great hobby and survival skill<br />
<br />
=== Guard ===<br />
"Her body cannot easily be slayed by normal means."<br />
<br />
At 3rd level, you can block attacks easier than most. When wearing armor that you are proficient in, your ac is increased by 1.<br />
<br />
Your ac is increased by an addition 1 at 7th, 15th, and 20th levels.<br />
<br />
=== Channel Divinity: Combat Stances ===<br />
"She stand strong in front of many fearsome monsters."<br />
<br />
At 3rd, you use your channel divinity to pull knowledge from many generations of Legionnaires. As a bonus action, choose one stand from below. Your stance last for 1 minute.<br />
<br />
;Sentinel Stance<br />
While in this stance, you gain a bonus to attack rolls equal to half of your proficiency bonus. In addition, you may make a melee weapon attack as a bonus action.<br />
<br />
;Phalanx Stance<br />
While in this stance, you gain a bonus to Armor Class equal to half of your proficiency bonus. In addition, all allies within 5 feet of you gain half cover.<br />
<br />
;Berserker Stance<br />
While in this stance, you gain a bonus to damage rolls equal to half of your proficiency bonus. In addition, you score a critical hit on a 19 or 20.<br />
<br />
=== Channel Divinity: Talent ===<br />
"The pirate leonin was talented in many things, like fishing."<br />
<br />
As an action, you use your channel divinity to gain a feat for 1 hour.<br />
<br />
Additionally, you have advantage to all rolls to do fishing for 1 hour.<br />
<br />
=== Endurance ===<br />
"She can take more blows than mortal can."<br />
<br />
At 7th level, your maximum hit points is increased by 5 + your Constitution modifier.<br />
<br />
At 15th and 20th, you gain this benefit again.<br />
<br />
=== Defender ===<br />
"As the pirate crew begin to loose trust in their captain, the leonin stand strong among the chaos."<br />
At 15th level, your ac and all saving throws is increased by 2.<br />
<br />
At 20th level, your ac and all saving throws is increased another 2.<br />
<br />
=== Body of a God ===<br />
"With her never wavering bravery, the pirate captain stepped down and grant the legionnaire the command of the crew."<br />
<br />
At 20th level, your body is better than a god. The maximum constitution is increased to 30 and your constitution score is increased by 2.<br />
<br />
= Multiclassing =<br />
'''Prerequisites.''' To qualify for multiclassing into the General class, you must meet these prerequisites: {{5a|Cha}} 13<br />
<br />
'''Proficiencies.''' When you multiclass into the General class, you gain the following proficiencies: simple weapons, light armor, medium armor, and shield<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Bard Tag]]</div>Levelnom1https://www.dandwiki.com/w/index.php?title=Commander,_the_Fish_Variant_(5e_Class)&diff=1820645Commander, the Fish Variant (5e Class)2024-03-13T19:21:35Z<p>Levelnom1: /* Improved Leadership Role */</p>
<hr />
<div>= Commander, the Fish Variant =<br />
<br />
"A good Commander prefers strength in numbers and tactics opposed to pure physical strength,"-A successful Commander.<br />
<br />
=== Commander ===<br />
<br />
A person to look up to, a person of order, a person who dedicates their lives to the service, a commander has been called all these things and more, but that just scratches the surface of the truth. Being a commander really means always being ready for the unexpected, having to deal with failures and loss in battle and war while maintaining composure, and always following the chain of command. You have embodied these traits to heart through your service with the military even if you have since moved on. Other commander's have known to a one point held power in places besides the military, like the head of a household or clan, or the head of an organization or guild.<br />
<br />
=== Creating a Commander ===<br />
Why did you decide to become an adventurer? Did you get bored of being a soldier, get demoted for some reason, get transferred and leave instead or some other reason? What parts of being in the military have stuck to you, or are you not from the military and instead got experience being a leader elsewhere? What do you want to accomplish now?<br />
<br />
;Quick Build<br />
You can make a Commander quickly by following these suggestions. First, {{5a|Cha}} should be your highest ability score, followed by {{5a|con}} or {{5a|dex}}. Next, choose the [[Soldier (5e Background)|soldier]] background.<br />
<br />
{{5e Class Features<br />
|name=Commander<br />
|summary=Legendary commanders, and masters of battle.<br />
|hd=8<br />
|armor=Light Armor, medium armor, and shield<br />
|weapons=Simple Weapons<br />
|tools=One of your choice<br />
|saves={{5a|Wis}}, {{5a|Cha}}<br />
|skills=Choose three skills from {{5s|athletics}}, {{5s|animal Handling}} {{5s|deception}}, {{5s|history}}, {{5s|insight}}, {{5s|intimidation}}, {{5s|investigation}}, {{5s|nature}}, {{5s|perception}}, {{5s|persuasion}}, and {{5s|religion}}<br />
|item1a=A {{5e|Light crossbow}} with 20 bolts<br />
|item1b=any simple weapon<br />
|item2a={{5e|leather}}<br />
|item2b={{5e|Scale}} armor.<br />
|item4a=a {{5e|equipment packs|diplomat's pack}}<br />
|item4b=an {{5e|equipment packs|explorer's pack}}.<br />
|item5a=A toolset of your choice.<br />
|item5b=<br />
|wealth=5d4 x 10gp<br />
|classfeatures1={{inpage|Battle Commands}}, {{inpage|Commander's Inspiration}}<br />
|classfeatures2={{inpage|Helping Hand}}, {{inpage|Leadership Role}}<br />
|classfeatures3={{inpage|No Sick Days}}, {{inpage|Sacred Oath}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Lead by Example}}, {{inpage|Font of Inspiration}}<br />
|classfeatures6={{inpage|Leadership Role Improvement}}<br />
|classfeatures7=[[#Sacred Oaths|Sacred Oath Feature]]<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Dampen Friendly Fire}}, {{inpage|Supervise}}<br />
|classfeatures10={{inpage|Natural Leader}}<br />
|classfeatures11={{inpage|Improved Lead by Example}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Troop's Training}}<br />
|classfeatures14={{inpage|Hit the Weak Spot!}}<br />
|classfeatures15=[[#Sacred Oaths|Sacred Oath Feature]]<br />
|classfeatures16=<br />
|classfeatures17={{inpage|With Me, You will Live}} <br />
|classfeatures18={{inpage|Aura Improvement}}<br />
|classfeatures19=<br />
|classfeatures20=[[#Sacred Oaths|Sacred Oath Feature]]<br />
<br />
|extrasonright=1<br />
|extra1_name=Commander's Inspiration Die<br />
|extra1_1=1d6<br />
|extra1_2=1d6<br />
|extra1_3=1d6<br />
|extra1_4=1d6<br />
|extra1_5=1d8<br />
|extra1_6=1d8<br />
|extra1_7=1d8<br />
|extra1_8=1d8<br />
|extra1_9=1d8<br />
|extra1_10=1d10<br />
|extra1_11=1d10<br />
|extra1_12=1d10<br />
|extra1_13=1d10<br />
|extra1_14=1d10<br />
|extra1_15=1d12<br />
|extra1_16=1d12<br />
|extra1_17=1d12<br />
|extra1_18=1d12<br />
|extra1_19=1d12<br />
|extra1_20=1d12<br />
}}<br />
<br />
=== Battle Commands ===<br />
At 1st level, you give a motivating speech to your troops. As a bonus action, you can issue a battle command from below. The battle command effects all allied creatures within 30 ft of you. The battle command remains active until the start of your next turn. You cannot have more than one battle command active at the same time.<br />
<br />
:''Charge!'' All allied creatures can use their bonus action to take the dash action. This movement must end nearer to the enemy.<br />
:''Reformation'' All allied creatures gain the disengage action when they take the dash action.<br />
:''Attack!'' All allied creatures gain +1 to their attack rolls and damage rolls when only targeting a creature that you have chosen within 60 ft of you.<br />
:''Be Quiet'' All allied creatures gain +3 to their stealth checks.<br />
:''Commander's Challenge'' All allied creature's ac is increased by 2 while your ac is decreased by 5. All hostile creatures is aware of this effect.<br />
<br />
=== Commander's Inspiration ===<br />
At 1st level, you can inspire others through giving tactical commands, shouting mottos and battle cries, or by recalling tales of heroism. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Commander's Inspiration die, a d6. <br />
<br />
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Commander's Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Commander's Inspiration die is rolled, it is lost. A creature can have only one Bardic or Commander's Inspiration die at a time. <br />
<br />
You can use this feature a number of times equal to your {{5a|cha}} modifier (a minimum of once). You regain any expended uses when you finish a long rest. <br />
<br />
=== Leadership Role ===<br />
At 2nd level, there is multiple ways to lead your Troops. Choose between Battle Cry, Moral Banner, or Voice of Reason:<br />
<br />
==== Battle Cry ====<br />
In battle, your mere presence can inspire everyone. Any creature with or had your Commander's Inspiration die is your Troop.<br />
<br />
As a bonus action, you can expend one use of your Commander's Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of Troops you can see and that can see you within 60 feet of you. Choose one of the battle cries below as an effect that they gain.<br />
<br />
:''Charge!'' All Troops can move twice their movement. <br />
:''Hold Strong!'' All Troops regain 1d8 hit points.<br />
<br />
The dice increases when you reach certain levels in this class, increasing to 2d8 at 5th level, 2d8 at 10th level, and 4d8 at 15th level.<br />
:''No Fear!'' All Troops make a saving throw to resist {{5c|charmed}} or {{5c|frightened}}. If they pass, they gain temporary hit points equal to two rolls of your commander's inspiration.<br />
:''Reposition!'' All Troops gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.<br />
<br />
The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level.<br />
:''Defend!'' All Troops can use their reaction to take the dodge action.<br />
<br />
==== Moral Banner ====<br />
Through a piece of fabric, creatures flock to your cause. As a bonus action, you can magically summon an incorporeal banner to a point you can see within 60 feet of you. The banner creates an aura in a 30-foot radius around that point. As a bonus action, you can teleport the banner up to 60 feet to a point you can see.<br />
<br />
Any ally creature in the banner's aura becomes your Troop or been in the banner's aura within the last long rest is your Troop.<br />
<br />
The banner persists for 1 minute. Once you use this feature, you can’t use it again until you finish a short or long rest.<br />
<br />
The effect of the banner's aura depends on the type of banner you summon from the options below.<br />
<br />
:''Bear Banner.'' The bear banner grants you and your Troops its might and endurance. Each creature of your choice in the aura when the banner appears gains temporary hit points equal to 5 + your commander level. In addition, you and your Troops gain advantage on Strength checks and Strength saving throws while in the aura.<br />
<br />
:''Hawk Banner.'' The hawk banner is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the banner's aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your Troops have advantage on Wisdom (Perception) checks while in the aura.<br />
<br />
:''Unicorn Banner.'' The unicorn banner lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the banner's aura. In addition, if a Troop cast a spell using a spell slot that restores hit points to Troop inside or outside the aura, each Troop of your choice in the aura also regains hit points equal to your commander level.<br />
<br />
==== Voice of Reason ====<br />
Among the chaos of the world and combat, your voice brings calm and respect from your Troops. When you make a speech that last at least 1 minute, choose up to your charisma modifier of willing creatures that hear or see your speak (you may include yourself). They have become your Troops for the purpose of your Commander features.<br />
<br />
While you can make a speech unlimited number of times, you can only have up to your charisma modifier of Troops at time. You cannot make a Troop out of creature that is already a Troop to someone else or have been a Troop since their last long rest. A creature is your Troop until they complete a long rest.<br />
<br />
Additionally, each of your Troop's gain temporary hit points equal to your level in Commander. As long as they have temporary hit points (from any source), they are immune to frighten and charm effects.<br />
<br />
=== Rebellion ===<br />
At 6th level, when their is loyal Troops, there will be rebellious Troops. At any time, you can mark any of your Troops as a Rebellion. A Rebellion no longer a Troop for the purpose of your features.<br />
<br />
=== Helping Hand ===<br />
At 2nd level, you help your Troops in battle directly. You can use the Help action as a bonus action. Additionally, when you use the Help action to aid a Troop in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.<br />
<br />
=== Sacred Oath ===<br />
When you reach 3rd level, you swear the oath that binds you as a commander forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include the Channel Divinity feature.<br />
<br />
==== Channel Divinity ====<br />
Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.<br />
<br />
When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.<br />
<br />
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals to 8 + your charisma modifier + your proficiency modifier.<br />
<br />
=== Ability Score Improvement ===<br />
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.<br />
<br />
=== Lead by Example ===<br />
At 5th level, you lead others into combat. When you take an attack action, choose one of your Troops within 120 ft of you. They make one free weapon attack.<br />
<br />
=== Font of Inspiration ===<br />
At 5th level, your commander's Inspiration is restored after a short or long rest.<br />
<br />
=== Improved Leadership Role ===<br />
At 6th level, you become better at leading others. You gain one of the features below depending on your leadership role of Battle Cry, or Moral Banner, or Voice of Reason.<br />
<br />
==== Battle Cry: Aura of Protection ====<br />
Whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br />
<br />
At 18th level, the range of this aura increases to 30 feet.<br />
<br />
==== Moral Banner Improvement ====<br />
You can summon your banner twice per short or long rest.<br />
<br />
==== Voice of Reason Improvement ====<br />
All of your Troops can the temporary hit points once per short or long rest. Additionally, when they have temporary hit points in any way, they gain immunity to poisoned and deafened conditions.<br />
<br />
=== Improved Rebellion ===<br />
You know the location of any creature marked as a rebellion up to 1 mile away. You and your Troops have advantage to hit a rebellion creature. All rebellion creatures have advantage to hit you or your Troops.<br />
<br />
=== Dampen Friendly Fire ===<br />
At 9th level, you prevent your troops from hurting each other. All of your Troops take half damage dealt by your own Troops. Regardless of spell and effects, Troops have disadvantage to hit other Troops and have advantage to all saving throws caused by other Troops.<br />
<br />
=== Supervise ===<br />
At 9th level, under your leadership, your Troops will always succeed. When you use an help action on an ability check that you have proficiency in, they can treat a d20 roll of 9 or lower as a 10.<br />
<br />
=== Natural Leader ===<br />
At 10th level, your experience as a leader has allowed you become fast friend with other or limit your enemy's actions. As an action, you can make a Charisma (Persuasion) check contested by a creature’s Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.<br />
<br />
If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can’t make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.<br />
<br />
If you succeed on the check and the creature isn’t hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.<br />
<br />
=== Improved Lead by Example ===<br />
At 11th level, your leadership through example bore fruits. When a Troop makes an attack from Lead by Example, it deals an extra 1d8 radiant damage.<br />
<br />
=== Troop's Training ===<br />
Starting at 13th level, you train your Troops to be deadlier in combat. All of your Troops deal an extra 1 damage.<br />
<br />
=== Hit the Weak Spot! ===<br />
At 14th level, you attacks show your Troops where to hit. If you deal weapon damage to a creature on your turn, you can curse that creature until the start of your next turn. The next time one of your Troops hits the cursed creature with an attack, the target also takes 2d6 psychic damage, and the curse ends. You can curse a creature in this way only once per turn.<br />
<br />
=== With Me, You will Live ===<br />
At 17th level, you push your Troops survival rate to the max. At the start of each of the Troop's turn, they regain 1 hit points if they have no more than half of their hit points left. They don’t gain this benefit if they have 0 hit points.<br />
<br />
== Optional Features ==<br />
<br />
=== Infuse Items ===<br />
Replaces Battle Commands<br />
<br />
At 1st level, you prefer to use simpler and safer methods help your Troops. You gain one infused item from artificer class. This infused item can be only used by your Troops.<br />
<br />
Whenever you gain a level, you can change your infused item.<br />
<br />
=== Infuse Items ===<br />
Replace Natural Leader<br />
<br />
At 10th level, you prefer to use simpler and safer methods help your Troops. You gain one infused item from artificer class. This infused item can be only used by your Troops.<br />
<br />
If you already have infuse Items from this class, this feature grants two more items to infuse.<br />
<br />
Whenever you gain a level, you can change your infused item.<br />
<br />
=== Infuse Items ===<br />
Replace Hit the Weak Spot!<br />
<br />
At 14th level, you prefer to use simpler and safer methods help your Troops. You gain one infused item from artificer class. This infused item can be only used by your Troops.<br />
<br />
If you already have infuse Items from this class, this feature grants two more items to infuse.<br />
<br />
Whenever you gain a level, you can change your infused item.<br />
<br />
=== Infuse Items ===<br />
Replace With Me, You will Live<br />
<br />
At 17th level, you prefer to use simpler and safer methods help your Troops. You gain one infused item from artificer class. This infused item can be only used by your Troops.<br />
<br />
If you already have infuse Items from this class, this feature grants two more items to infuse.<br />
<br />
Whenever you gain a level, you can change your infused item.<br />
<br />
=Divine Oaths=<br />
You can take a divine oath from paladin class or one from below.<br />
<br />
== Oath of Apothecary ==<br />
"Once a pound a time, there was a young Apothecary named Iris. She was in an adventuring party with a giant construct and a child. From the beginning, the adventuring party called Iris their commander."<br />
<br />
==== Tenets of the Apothecary ====<br />
The tenets of the Oath of the Apothecary have carefully chosen to reflect Iris' great work. This oath emphasizes the principles of love ones above any concerns of good or evil. Its four central principles are simple.<br />
<br />
Protect Your Love Ones: Above all, protect your love ones regardless the cost.<br />
<br />
Let Nature Bloom: Take care of the plants and they will return the favor.<br />
<br />
Potions for All: Experiment, craft, and learn potions to save your love ones.<br />
<br />
Slay the Heretic: Hunt down every shambling mound. They have rebelled against the gods.<br />
<br />
=== Budding ===<br />
"Iris was part plant and part humanoid. As honor to the great Apothecary, we grow plants on ourself"<br />
<br />
You have plants growing from you, making you slightly part plant. Pick one from below<br />
{| class="wikitable"<br />
|+Budding Appearance<br />
|-<br />
! 1d6 !! Effect |<br />
|-<br />
| 1 || Leaves and buds grow on your head to create a crown <br />
|-<br />
| 2 || Vines and buds grow around your arm in an exotic fashion design <br />
|-<br />
| 3 || Leaves and buds grow among your hair, as if it was always been there <br />
|-<br />
| 4 || Vines and buds form an accessory like a belt, necklaces, or bracelet <br />
|-<br />
| 5 || Vines, leaves, and buds grow around your feet to create a boot <br />
|-<br />
| 6 || Vines, leaves, and buds create a natural but fashionable clothing <br />
|}<br />
<br />
=== Tool Proficiency ===<br />
"She was one of the most talented Apothecary of her time."<br />
<br />
At 3rd level, you gain proficiency in herbalism and alchemist<br />
<br />
=== Channel Divinity: Potion crafting ===<br />
"While her companions rest during the night, Iris stayed up late to craft potions to help her friends in the coming battle."<br />
<br />
At 3rd level, you can use your channel divinity to create potions from nature. As an action, you can make any common potion after spending 10 gd pieces. You must have alchemist or herbalism kit to craft potions.<br />
<br />
At 7th level, you can craft uncommon potion for 50 gd. At 15th level, you can rare potion for 100 gd.<br />
<br />
=== Channel Divinity: Bloom ===<br />
"Plants counted Iris as one of their own. It is said that even the most stubborn plant bloom in her care."<br />
<br />
At 3rd level, you can your channel divinity to bloom your budding flowers. As an action, all of the buds on you bloom into a flower and release a strong smell. Every plan within 30 feet of you that can smell you must make a Wisdom saving throw. On a failed save, the creature is charmed for 1 minute or until it takes damage.<br />
<br />
While charmed this way, the plant is friendly to you and your Troops. You and your Troops can communicate with charmed plants as if they are under the effects of Speak with Plants spell.<br />
<br />
=== Potion Thrower ===<br />
"Like all Apothecary adventurers, Iris primary used potions to fend off great evil foes."<br />
<br />
At 7th level, you can throw potions without loosing its effectiveness. As an action, you throw a potion. It uses strength to hit and has a range of 30/90 ft. If the target is a willing Troop, it automatically hits.<br />
<br />
=== Thorn Armor ===<br />
"On that dark day, a shambling mound went wild and attacked Iris and her friends. The Apothecary try her best to save her friends."<br />
<br />
At 15th level, your gift of plants is spread to your allies. As an action, every Troop within 30 ft of you has thorny vines grow around them. They gain temporary hit points equal to your charisma modifier. Until an hour past or all temporary hit points is used up, any melee attack takes your charisma modifier of magical piercing or poison damage.<br />
<br />
You can use this feature once per short or long rest.<br />
<br />
=== Iris Rose Bush ===<br />
"Iris sacrifice herself to save her friends from the shambling mound. The gods saw her great deeds. They caused a rose bush to grow from her corpse as a memorial of her heroic death."<br />
<br />
At 20th level, you plant seeds in your Troops just in case the worst happens.<br />
<br />
Whenever you or your Troops die, an Iris rose bush grows from their body. It has the same ingigitive as the dead creature and attacks anything hostile to it.<br />
<br />
As long as the rose bush is alive, the corpse is perfectly preserved as if it just died. Additionally, the corpse is immune to all magic except spells to revive the corpse. Once the corpse is revived or removed, the rose bush withers away.<br />
<br />
<br />
== Oath of Pirate Captain ==<br />
"Legend says that a leonin pirate captain has the fate to choose to save the world or doom it to destruction."<br />
<br />
==== Tenets of Pirate Captain ====<br />
<br />
Freedom can be a selfless virtue or a selfish want. For paladins who swear the Oath of the Pirate Captain, freedom is the highest calling, and a gift to be granted to all.<br />
<br />
No Greater Life than a Life Lived Free. One should be free to chart their own path without oppression. Those who would exert their power to dominate others shall be smote.<br />
<br />
Protect the Crew. Your crew is the most important thing to a captain. Lead them to victory or failure. As long as they stay alive, there is always another chance<br />
<br />
Explore the Uncharted. The world is filled with mystery. Through the pursuit of enigmatic ends, one can uncover those who hide their foul deeds, and find the path to becoming something great.<br />
<br />
Loyalty. Stay true to those who are loyal to you.<br />
Reward loyalty with glory and treasure.<br />
Traitors deserve ruthless judgment.<br />
<br />
=== Channel Divinity: Raid ===<br />
"It is said that the pirate captain used to go on raids with her father, whom was also a pirate captain."<br />
<br />
At 3rd level, you use your channel divinity to cause your crew to be ready for a raid. As an action, all Troops within 30 ft of you gain the following for 1 hour:<br />
<br />
* Increase movement speed by 5 ft<br />
* Increase jump distance by 5 ft<br />
* Gain swimming speed equal to walking speed<br />
* Advantage to saving throws against cannons<br />
<br />
=== Channel Divinity: Plunder ===<br />
"Right before she became captain, she plundered entire castle without killing a single soul."<br />
<br />
At 3rd level, you use your channel divinity to cause your crew to be ready for a raid. As an action, all Troops within 30 ft of you gain the following for 1 hour:<br />
<br />
* Advantage to stealth<br />
* Advantage to sleight of hand<br />
* Advantage to thieves' tools<br />
<br />
=== Aura of Liberation ===<br />
"The legendary pirate captain will roam the seas, unhindered by wizards, cultist, fey, and daemons."<br />
<br />
Starting at 7th level, you fill nearby creatures with the energy of movement. While you’re not incapacitated, you and creatures of your choice within 10 feet of you cannot be grappled or restrained, and ignore penalties on movement and attacks while underwater. Creatures that are already grappled or restrained when they enter the aura can spend 5 feet of movement to automatically escape unless they are bound by magic restraints.<br />
<br />
When you reach 18th level in this class, the aura affects creatures within 30 feet of you.<br />
<br />
=== Rebuke of the Captain ===<br />
"While hard to anger, this captain will seek vengeance against anyone whom dare to take another life away from her."<br />
<br />
At 15th level, you can cast silvery Mockery without any spell slots. You must apply the advantage to one of your Troops to cast this spell.<br />
<br />
You can use this feature up to your charisma modifier per short or long rest.<br />
<br />
=== Grand Captain ===<br />
"At the final battle to determine the fate of the world, the leonin pirate captain will play a critical role that tips the results of battle to her favor."<br />
<br />
At 20th level, you are a living avatar of the high seas. As a bonus action on your turn, you can transform, becoming as terrible as a storm for 1 minute. While transformed you gain the benefits below:<br />
<br />
* You are immune to cold, lightning, and thunder damage.<br />
* You can cast command at 1st-level as a bonus action on each of your turns without expending a spell slot.<br />
* Whenever you hit a Huge or smaller creature with a melee attack, it must succeed on a Strength saving throw against your channel divinity save DC or be knocked prone.<br />
<br />
Once you use this feature, you must complete a long rest before you can use it again<br />
<br />
== Oath of Legionnaire ==<br />
"There is a mighty legionnaire leonin that survived unbelievable odds... and constantly hungers for bone marrow"<br />
<br />
==== Tenets of Legionnaire ====<br />
Though the exact words and strictures of the Oath of Legionnaire vary, paladins of this oath share these tenets.<br />
<br />
Duty. You never stand down as long there is someone to protect<br />
<br />
Sturdy. You have to stay strong to serve as the anchor for everyone else around you<br />
<br />
Repentance. I protect others since I failed to protection someone important in my past.<br />
<br />
Fisherman. Fishing is a great hobby and survival skill<br />
<br />
=== Guard ===<br />
"Her body cannot easily be slayed by normal means."<br />
<br />
At 3rd level, you can block attacks easier than most. When wearing armor that you are proficient in, your ac is increased by 1.<br />
<br />
Your ac is increased by an addition 1 at 7th, 15th, and 20th levels.<br />
<br />
=== Channel Divinity: Combat Stances ===<br />
"She stand strong in front of many fearsome monsters."<br />
<br />
At 3rd, you use your channel divinity to pull knowledge from many generations of Legionnaires. As a bonus action, choose one stand from below. Your stance last for 1 minute.<br />
<br />
;Sentinel Stance<br />
While in this stance, you gain a bonus to attack rolls equal to half of your proficiency bonus. In addition, you may make a melee weapon attack as a bonus action.<br />
<br />
;Phalanx Stance<br />
While in this stance, you gain a bonus to Armor Class equal to half of your proficiency bonus. In addition, all allies within 5 feet of you gain half cover.<br />
<br />
;Berserker Stance<br />
While in this stance, you gain a bonus to damage rolls equal to half of your proficiency bonus. In addition, you score a critical hit on a 19 or 20.<br />
<br />
=== Channel Divinity: Talent ===<br />
"The pirate leonin was talented in many things, like fishing."<br />
<br />
As an action, you use your channel divinity to gain a feat for 1 hour.<br />
<br />
Additionally, you have advantage to all rolls to do fishing for 1 hour.<br />
<br />
=== Endurance ===<br />
"She can take more blows than mortal can."<br />
<br />
At 7th level, your maximum hit points is increased by 5 + your Constitution modifier.<br />
<br />
At 15th and 20th, you gain this benefit again.<br />
<br />
=== Defender ===<br />
"As the pirate crew begin to loose trust in their captain, the leonin stand strong among the chaos."<br />
At 15th level, your ac and all saving throws is increased by 2.<br />
<br />
At 20th level, your ac and all saving throws is increased another 2.<br />
<br />
=== Body of a God ===<br />
"With her never wavering bravery, the pirate captain stepped down and grant the legionnaire the command of the crew."<br />
<br />
At 20th level, your body is better than a god. The maximum constitution is increased to 30 and your constitution score is increased by 2.<br />
<br />
= Multiclassing =<br />
'''Prerequisites.''' To qualify for multiclassing into the General class, you must meet these prerequisites: {{5a|Cha}} 13<br />
<br />
'''Proficiencies.''' When you multiclass into the General class, you gain the following proficiencies: simple weapons, light armor, medium armor, and shield<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Bard Tag]]</div>Levelnom1https://www.dandwiki.com/w/index.php?title=Commander,_the_Fish_Variant_(5e_Class)&diff=1820644Commander, the Fish Variant (5e Class)2024-03-13T19:20:33Z<p>Levelnom1: /* No Sick Days */</p>
<hr />
<div>= Commander, the Fish Variant =<br />
<br />
"A good Commander prefers strength in numbers and tactics opposed to pure physical strength,"-A successful Commander.<br />
<br />
=== Commander ===<br />
<br />
A person to look up to, a person of order, a person who dedicates their lives to the service, a commander has been called all these things and more, but that just scratches the surface of the truth. Being a commander really means always being ready for the unexpected, having to deal with failures and loss in battle and war while maintaining composure, and always following the chain of command. You have embodied these traits to heart through your service with the military even if you have since moved on. Other commander's have known to a one point held power in places besides the military, like the head of a household or clan, or the head of an organization or guild.<br />
<br />
=== Creating a Commander ===<br />
Why did you decide to become an adventurer? Did you get bored of being a soldier, get demoted for some reason, get transferred and leave instead or some other reason? What parts of being in the military have stuck to you, or are you not from the military and instead got experience being a leader elsewhere? What do you want to accomplish now?<br />
<br />
;Quick Build<br />
You can make a Commander quickly by following these suggestions. First, {{5a|Cha}} should be your highest ability score, followed by {{5a|con}} or {{5a|dex}}. Next, choose the [[Soldier (5e Background)|soldier]] background.<br />
<br />
{{5e Class Features<br />
|name=Commander<br />
|summary=Legendary commanders, and masters of battle.<br />
|hd=8<br />
|armor=Light Armor, medium armor, and shield<br />
|weapons=Simple Weapons<br />
|tools=One of your choice<br />
|saves={{5a|Wis}}, {{5a|Cha}}<br />
|skills=Choose three skills from {{5s|athletics}}, {{5s|animal Handling}} {{5s|deception}}, {{5s|history}}, {{5s|insight}}, {{5s|intimidation}}, {{5s|investigation}}, {{5s|nature}}, {{5s|perception}}, {{5s|persuasion}}, and {{5s|religion}}<br />
|item1a=A {{5e|Light crossbow}} with 20 bolts<br />
|item1b=any simple weapon<br />
|item2a={{5e|leather}}<br />
|item2b={{5e|Scale}} armor.<br />
|item4a=a {{5e|equipment packs|diplomat's pack}}<br />
|item4b=an {{5e|equipment packs|explorer's pack}}.<br />
|item5a=A toolset of your choice.<br />
|item5b=<br />
|wealth=5d4 x 10gp<br />
|classfeatures1={{inpage|Battle Commands}}, {{inpage|Commander's Inspiration}}<br />
|classfeatures2={{inpage|Helping Hand}}, {{inpage|Leadership Role}}<br />
|classfeatures3={{inpage|No Sick Days}}, {{inpage|Sacred Oath}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Lead by Example}}, {{inpage|Font of Inspiration}}<br />
|classfeatures6={{inpage|Leadership Role Improvement}}<br />
|classfeatures7=[[#Sacred Oaths|Sacred Oath Feature]]<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Dampen Friendly Fire}}, {{inpage|Supervise}}<br />
|classfeatures10={{inpage|Natural Leader}}<br />
|classfeatures11={{inpage|Improved Lead by Example}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Troop's Training}}<br />
|classfeatures14={{inpage|Hit the Weak Spot!}}<br />
|classfeatures15=[[#Sacred Oaths|Sacred Oath Feature]]<br />
|classfeatures16=<br />
|classfeatures17={{inpage|With Me, You will Live}} <br />
|classfeatures18={{inpage|Aura Improvement}}<br />
|classfeatures19=<br />
|classfeatures20=[[#Sacred Oaths|Sacred Oath Feature]]<br />
<br />
|extrasonright=1<br />
|extra1_name=Commander's Inspiration Die<br />
|extra1_1=1d6<br />
|extra1_2=1d6<br />
|extra1_3=1d6<br />
|extra1_4=1d6<br />
|extra1_5=1d8<br />
|extra1_6=1d8<br />
|extra1_7=1d8<br />
|extra1_8=1d8<br />
|extra1_9=1d8<br />
|extra1_10=1d10<br />
|extra1_11=1d10<br />
|extra1_12=1d10<br />
|extra1_13=1d10<br />
|extra1_14=1d10<br />
|extra1_15=1d12<br />
|extra1_16=1d12<br />
|extra1_17=1d12<br />
|extra1_18=1d12<br />
|extra1_19=1d12<br />
|extra1_20=1d12<br />
}}<br />
<br />
=== Battle Commands ===<br />
At 1st level, you give a motivating speech to your troops. As a bonus action, you can issue a battle command from below. The battle command effects all allied creatures within 30 ft of you. The battle command remains active until the start of your next turn. You cannot have more than one battle command active at the same time.<br />
<br />
:''Charge!'' All allied creatures can use their bonus action to take the dash action. This movement must end nearer to the enemy.<br />
:''Reformation'' All allied creatures gain the disengage action when they take the dash action.<br />
:''Attack!'' All allied creatures gain +1 to their attack rolls and damage rolls when only targeting a creature that you have chosen within 60 ft of you.<br />
:''Be Quiet'' All allied creatures gain +3 to their stealth checks.<br />
:''Commander's Challenge'' All allied creature's ac is increased by 2 while your ac is decreased by 5. All hostile creatures is aware of this effect.<br />
<br />
=== Commander's Inspiration ===<br />
At 1st level, you can inspire others through giving tactical commands, shouting mottos and battle cries, or by recalling tales of heroism. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Commander's Inspiration die, a d6. <br />
<br />
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Commander's Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Commander's Inspiration die is rolled, it is lost. A creature can have only one Bardic or Commander's Inspiration die at a time. <br />
<br />
You can use this feature a number of times equal to your {{5a|cha}} modifier (a minimum of once). You regain any expended uses when you finish a long rest. <br />
<br />
=== Leadership Role ===<br />
At 2nd level, there is multiple ways to lead your Troops. Choose between Battle Cry, Moral Banner, or Voice of Reason:<br />
<br />
==== Battle Cry ====<br />
In battle, your mere presence can inspire everyone. Any creature with or had your Commander's Inspiration die is your Troop.<br />
<br />
As a bonus action, you can expend one use of your Commander's Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of Troops you can see and that can see you within 60 feet of you. Choose one of the battle cries below as an effect that they gain.<br />
<br />
:''Charge!'' All Troops can move twice their movement. <br />
:''Hold Strong!'' All Troops regain 1d8 hit points.<br />
<br />
The dice increases when you reach certain levels in this class, increasing to 2d8 at 5th level, 2d8 at 10th level, and 4d8 at 15th level.<br />
:''No Fear!'' All Troops make a saving throw to resist {{5c|charmed}} or {{5c|frightened}}. If they pass, they gain temporary hit points equal to two rolls of your commander's inspiration.<br />
:''Reposition!'' All Troops gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.<br />
<br />
The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level.<br />
:''Defend!'' All Troops can use their reaction to take the dodge action.<br />
<br />
==== Moral Banner ====<br />
Through a piece of fabric, creatures flock to your cause. As a bonus action, you can magically summon an incorporeal banner to a point you can see within 60 feet of you. The banner creates an aura in a 30-foot radius around that point. As a bonus action, you can teleport the banner up to 60 feet to a point you can see.<br />
<br />
Any ally creature in the banner's aura becomes your Troop or been in the banner's aura within the last long rest is your Troop.<br />
<br />
The banner persists for 1 minute. Once you use this feature, you can’t use it again until you finish a short or long rest.<br />
<br />
The effect of the banner's aura depends on the type of banner you summon from the options below.<br />
<br />
:''Bear Banner.'' The bear banner grants you and your Troops its might and endurance. Each creature of your choice in the aura when the banner appears gains temporary hit points equal to 5 + your commander level. In addition, you and your Troops gain advantage on Strength checks and Strength saving throws while in the aura.<br />
<br />
:''Hawk Banner.'' The hawk banner is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the banner's aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your Troops have advantage on Wisdom (Perception) checks while in the aura.<br />
<br />
:''Unicorn Banner.'' The unicorn banner lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the banner's aura. In addition, if a Troop cast a spell using a spell slot that restores hit points to Troop inside or outside the aura, each Troop of your choice in the aura also regains hit points equal to your commander level.<br />
<br />
==== Voice of Reason ====<br />
Among the chaos of the world and combat, your voice brings calm and respect from your Troops. When you make a speech that last at least 1 minute, choose up to your charisma modifier of willing creatures that hear or see your speak (you may include yourself). They have become your Troops for the purpose of your Commander features.<br />
<br />
While you can make a speech unlimited number of times, you can only have up to your charisma modifier of Troops at time. You cannot make a Troop out of creature that is already a Troop to someone else or have been a Troop since their last long rest. A creature is your Troop until they complete a long rest.<br />
<br />
Additionally, each of your Troop's gain temporary hit points equal to your level in Commander. As long as they have temporary hit points (from any source), they are immune to frighten and charm effects.<br />
<br />
=== Rebellion ===<br />
At 6th level, when their is loyal Troops, there will be rebellious Troops. At any time, you can mark any of your Troops as a Rebellion. A Rebellion no longer a Troop for the purpose of your features.<br />
<br />
=== Helping Hand ===<br />
At 2nd level, you help your Troops in battle directly. You can use the Help action as a bonus action. Additionally, when you use the Help action to aid a Troop in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.<br />
<br />
=== Sacred Oath ===<br />
When you reach 3rd level, you swear the oath that binds you as a commander forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include the Channel Divinity feature.<br />
<br />
==== Channel Divinity ====<br />
Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.<br />
<br />
When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.<br />
<br />
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals to 8 + your charisma modifier + your proficiency modifier.<br />
<br />
=== Ability Score Improvement ===<br />
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.<br />
<br />
=== Lead by Example ===<br />
At 5th level, you lead others into combat. When you take an attack action, choose one of your Troops within 120 ft of you. They make one free weapon attack.<br />
<br />
=== Font of Inspiration ===<br />
At 5th level, your commander's Inspiration is restored after a short or long rest.<br />
<br />
=== Improved Leadership Role ===<br />
At 6th level, you become better at leading others. You gain one of the features below depending on your leadership role.<br />
<br />
==== Battle Cry: Aura of Protection ====<br />
Whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br />
<br />
At 18th level, the range of this aura increases to 30 feet.<br />
<br />
==== Moral Banner Improvement ====<br />
You can summon your banner twice per short or long rest.<br />
<br />
==== Voice of Reason Improvement ====<br />
All of your Troops can the temporary hit points once per short or long rest. Additionally, when they have temporary hit points in any way, they gain immunity to poisoned and deafened conditions.<br />
<br />
=== Improved Rebellion ===<br />
You know the location of any creature marked as a rebellion up to 1 mile away. You and your Troops have advantage to hit a rebellion creature. All rebellion creatures have advantage to hit you or your Troops.<br />
<br />
=== Dampen Friendly Fire ===<br />
At 9th level, you prevent your troops from hurting each other. All of your Troops take half damage dealt by your own Troops. Regardless of spell and effects, Troops have disadvantage to hit other Troops and have advantage to all saving throws caused by other Troops.<br />
<br />
=== Supervise ===<br />
At 9th level, under your leadership, your Troops will always succeed. When you use an help action on an ability check that you have proficiency in, they can treat a d20 roll of 9 or lower as a 10.<br />
<br />
=== Natural Leader ===<br />
At 10th level, your experience as a leader has allowed you become fast friend with other or limit your enemy's actions. As an action, you can make a Charisma (Persuasion) check contested by a creature’s Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.<br />
<br />
If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can’t make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.<br />
<br />
If you succeed on the check and the creature isn’t hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.<br />
<br />
=== Improved Lead by Example ===<br />
At 11th level, your leadership through example bore fruits. When a Troop makes an attack from Lead by Example, it deals an extra 1d8 radiant damage.<br />
<br />
=== Troop's Training ===<br />
Starting at 13th level, you train your Troops to be deadlier in combat. All of your Troops deal an extra 1 damage.<br />
<br />
=== Hit the Weak Spot! ===<br />
At 14th level, you attacks show your Troops where to hit. If you deal weapon damage to a creature on your turn, you can curse that creature until the start of your next turn. The next time one of your Troops hits the cursed creature with an attack, the target also takes 2d6 psychic damage, and the curse ends. You can curse a creature in this way only once per turn.<br />
<br />
=== With Me, You will Live ===<br />
At 17th level, you push your Troops survival rate to the max. At the start of each of the Troop's turn, they regain 1 hit points if they have no more than half of their hit points left. They don’t gain this benefit if they have 0 hit points.<br />
<br />
== Optional Features ==<br />
<br />
=== Infuse Items ===<br />
Replaces Battle Commands<br />
<br />
At 1st level, you prefer to use simpler and safer methods help your Troops. You gain one infused item from artificer class. This infused item can be only used by your Troops.<br />
<br />
Whenever you gain a level, you can change your infused item.<br />
<br />
=== Infuse Items ===<br />
Replace Natural Leader<br />
<br />
At 10th level, you prefer to use simpler and safer methods help your Troops. You gain one infused item from artificer class. This infused item can be only used by your Troops.<br />
<br />
If you already have infuse Items from this class, this feature grants two more items to infuse.<br />
<br />
Whenever you gain a level, you can change your infused item.<br />
<br />
=== Infuse Items ===<br />
Replace Hit the Weak Spot!<br />
<br />
At 14th level, you prefer to use simpler and safer methods help your Troops. You gain one infused item from artificer class. This infused item can be only used by your Troops.<br />
<br />
If you already have infuse Items from this class, this feature grants two more items to infuse.<br />
<br />
Whenever you gain a level, you can change your infused item.<br />
<br />
=== Infuse Items ===<br />
Replace With Me, You will Live<br />
<br />
At 17th level, you prefer to use simpler and safer methods help your Troops. You gain one infused item from artificer class. This infused item can be only used by your Troops.<br />
<br />
If you already have infuse Items from this class, this feature grants two more items to infuse.<br />
<br />
Whenever you gain a level, you can change your infused item.<br />
<br />
=Divine Oaths=<br />
You can take a divine oath from paladin class or one from below.<br />
<br />
== Oath of Apothecary ==<br />
"Once a pound a time, there was a young Apothecary named Iris. She was in an adventuring party with a giant construct and a child. From the beginning, the adventuring party called Iris their commander."<br />
<br />
==== Tenets of the Apothecary ====<br />
The tenets of the Oath of the Apothecary have carefully chosen to reflect Iris' great work. This oath emphasizes the principles of love ones above any concerns of good or evil. Its four central principles are simple.<br />
<br />
Protect Your Love Ones: Above all, protect your love ones regardless the cost.<br />
<br />
Let Nature Bloom: Take care of the plants and they will return the favor.<br />
<br />
Potions for All: Experiment, craft, and learn potions to save your love ones.<br />
<br />
Slay the Heretic: Hunt down every shambling mound. They have rebelled against the gods.<br />
<br />
=== Budding ===<br />
"Iris was part plant and part humanoid. As honor to the great Apothecary, we grow plants on ourself"<br />
<br />
You have plants growing from you, making you slightly part plant. Pick one from below<br />
{| class="wikitable"<br />
|+Budding Appearance<br />
|-<br />
! 1d6 !! Effect |<br />
|-<br />
| 1 || Leaves and buds grow on your head to create a crown <br />
|-<br />
| 2 || Vines and buds grow around your arm in an exotic fashion design <br />
|-<br />
| 3 || Leaves and buds grow among your hair, as if it was always been there <br />
|-<br />
| 4 || Vines and buds form an accessory like a belt, necklaces, or bracelet <br />
|-<br />
| 5 || Vines, leaves, and buds grow around your feet to create a boot <br />
|-<br />
| 6 || Vines, leaves, and buds create a natural but fashionable clothing <br />
|}<br />
<br />
=== Tool Proficiency ===<br />
"She was one of the most talented Apothecary of her time."<br />
<br />
At 3rd level, you gain proficiency in herbalism and alchemist<br />
<br />
=== Channel Divinity: Potion crafting ===<br />
"While her companions rest during the night, Iris stayed up late to craft potions to help her friends in the coming battle."<br />
<br />
At 3rd level, you can use your channel divinity to create potions from nature. As an action, you can make any common potion after spending 10 gd pieces. You must have alchemist or herbalism kit to craft potions.<br />
<br />
At 7th level, you can craft uncommon potion for 50 gd. At 15th level, you can rare potion for 100 gd.<br />
<br />
=== Channel Divinity: Bloom ===<br />
"Plants counted Iris as one of their own. It is said that even the most stubborn plant bloom in her care."<br />
<br />
At 3rd level, you can your channel divinity to bloom your budding flowers. As an action, all of the buds on you bloom into a flower and release a strong smell. Every plan within 30 feet of you that can smell you must make a Wisdom saving throw. On a failed save, the creature is charmed for 1 minute or until it takes damage.<br />
<br />
While charmed this way, the plant is friendly to you and your Troops. You and your Troops can communicate with charmed plants as if they are under the effects of Speak with Plants spell.<br />
<br />
=== Potion Thrower ===<br />
"Like all Apothecary adventurers, Iris primary used potions to fend off great evil foes."<br />
<br />
At 7th level, you can throw potions without loosing its effectiveness. As an action, you throw a potion. It uses strength to hit and has a range of 30/90 ft. If the target is a willing Troop, it automatically hits.<br />
<br />
=== Thorn Armor ===<br />
"On that dark day, a shambling mound went wild and attacked Iris and her friends. The Apothecary try her best to save her friends."<br />
<br />
At 15th level, your gift of plants is spread to your allies. As an action, every Troop within 30 ft of you has thorny vines grow around them. They gain temporary hit points equal to your charisma modifier. Until an hour past or all temporary hit points is used up, any melee attack takes your charisma modifier of magical piercing or poison damage.<br />
<br />
You can use this feature once per short or long rest.<br />
<br />
=== Iris Rose Bush ===<br />
"Iris sacrifice herself to save her friends from the shambling mound. The gods saw her great deeds. They caused a rose bush to grow from her corpse as a memorial of her heroic death."<br />
<br />
At 20th level, you plant seeds in your Troops just in case the worst happens.<br />
<br />
Whenever you or your Troops die, an Iris rose bush grows from their body. It has the same ingigitive as the dead creature and attacks anything hostile to it.<br />
<br />
As long as the rose bush is alive, the corpse is perfectly preserved as if it just died. Additionally, the corpse is immune to all magic except spells to revive the corpse. Once the corpse is revived or removed, the rose bush withers away.<br />
<br />
<br />
== Oath of Pirate Captain ==<br />
"Legend says that a leonin pirate captain has the fate to choose to save the world or doom it to destruction."<br />
<br />
==== Tenets of Pirate Captain ====<br />
<br />
Freedom can be a selfless virtue or a selfish want. For paladins who swear the Oath of the Pirate Captain, freedom is the highest calling, and a gift to be granted to all.<br />
<br />
No Greater Life than a Life Lived Free. One should be free to chart their own path without oppression. Those who would exert their power to dominate others shall be smote.<br />
<br />
Protect the Crew. Your crew is the most important thing to a captain. Lead them to victory or failure. As long as they stay alive, there is always another chance<br />
<br />
Explore the Uncharted. The world is filled with mystery. Through the pursuit of enigmatic ends, one can uncover those who hide their foul deeds, and find the path to becoming something great.<br />
<br />
Loyalty. Stay true to those who are loyal to you.<br />
Reward loyalty with glory and treasure.<br />
Traitors deserve ruthless judgment.<br />
<br />
=== Channel Divinity: Raid ===<br />
"It is said that the pirate captain used to go on raids with her father, whom was also a pirate captain."<br />
<br />
At 3rd level, you use your channel divinity to cause your crew to be ready for a raid. As an action, all Troops within 30 ft of you gain the following for 1 hour:<br />
<br />
* Increase movement speed by 5 ft<br />
* Increase jump distance by 5 ft<br />
* Gain swimming speed equal to walking speed<br />
* Advantage to saving throws against cannons<br />
<br />
=== Channel Divinity: Plunder ===<br />
"Right before she became captain, she plundered entire castle without killing a single soul."<br />
<br />
At 3rd level, you use your channel divinity to cause your crew to be ready for a raid. As an action, all Troops within 30 ft of you gain the following for 1 hour:<br />
<br />
* Advantage to stealth<br />
* Advantage to sleight of hand<br />
* Advantage to thieves' tools<br />
<br />
=== Aura of Liberation ===<br />
"The legendary pirate captain will roam the seas, unhindered by wizards, cultist, fey, and daemons."<br />
<br />
Starting at 7th level, you fill nearby creatures with the energy of movement. While you’re not incapacitated, you and creatures of your choice within 10 feet of you cannot be grappled or restrained, and ignore penalties on movement and attacks while underwater. Creatures that are already grappled or restrained when they enter the aura can spend 5 feet of movement to automatically escape unless they are bound by magic restraints.<br />
<br />
When you reach 18th level in this class, the aura affects creatures within 30 feet of you.<br />
<br />
=== Rebuke of the Captain ===<br />
"While hard to anger, this captain will seek vengeance against anyone whom dare to take another life away from her."<br />
<br />
At 15th level, you can cast silvery Mockery without any spell slots. You must apply the advantage to one of your Troops to cast this spell.<br />
<br />
You can use this feature up to your charisma modifier per short or long rest.<br />
<br />
=== Grand Captain ===<br />
"At the final battle to determine the fate of the world, the leonin pirate captain will play a critical role that tips the results of battle to her favor."<br />
<br />
At 20th level, you are a living avatar of the high seas. As a bonus action on your turn, you can transform, becoming as terrible as a storm for 1 minute. While transformed you gain the benefits below:<br />
<br />
* You are immune to cold, lightning, and thunder damage.<br />
* You can cast command at 1st-level as a bonus action on each of your turns without expending a spell slot.<br />
* Whenever you hit a Huge or smaller creature with a melee attack, it must succeed on a Strength saving throw against your channel divinity save DC or be knocked prone.<br />
<br />
Once you use this feature, you must complete a long rest before you can use it again<br />
<br />
== Oath of Legionnaire ==<br />
"There is a mighty legionnaire leonin that survived unbelievable odds... and constantly hungers for bone marrow"<br />
<br />
==== Tenets of Legionnaire ====<br />
Though the exact words and strictures of the Oath of Legionnaire vary, paladins of this oath share these tenets.<br />
<br />
Duty. You never stand down as long there is someone to protect<br />
<br />
Sturdy. You have to stay strong to serve as the anchor for everyone else around you<br />
<br />
Repentance. I protect others since I failed to protection someone important in my past.<br />
<br />
Fisherman. Fishing is a great hobby and survival skill<br />
<br />
=== Guard ===<br />
"Her body cannot easily be slayed by normal means."<br />
<br />
At 3rd level, you can block attacks easier than most. When wearing armor that you are proficient in, your ac is increased by 1.<br />
<br />
Your ac is increased by an addition 1 at 7th, 15th, and 20th levels.<br />
<br />
=== Channel Divinity: Combat Stances ===<br />
"She stand strong in front of many fearsome monsters."<br />
<br />
At 3rd, you use your channel divinity to pull knowledge from many generations of Legionnaires. As a bonus action, choose one stand from below. Your stance last for 1 minute.<br />
<br />
;Sentinel Stance<br />
While in this stance, you gain a bonus to attack rolls equal to half of your proficiency bonus. In addition, you may make a melee weapon attack as a bonus action.<br />
<br />
;Phalanx Stance<br />
While in this stance, you gain a bonus to Armor Class equal to half of your proficiency bonus. In addition, all allies within 5 feet of you gain half cover.<br />
<br />
;Berserker Stance<br />
While in this stance, you gain a bonus to damage rolls equal to half of your proficiency bonus. In addition, you score a critical hit on a 19 or 20.<br />
<br />
=== Channel Divinity: Talent ===<br />
"The pirate leonin was talented in many things, like fishing."<br />
<br />
As an action, you use your channel divinity to gain a feat for 1 hour.<br />
<br />
Additionally, you have advantage to all rolls to do fishing for 1 hour.<br />
<br />
=== Endurance ===<br />
"She can take more blows than mortal can."<br />
<br />
At 7th level, your maximum hit points is increased by 5 + your Constitution modifier.<br />
<br />
At 15th and 20th, you gain this benefit again.<br />
<br />
=== Defender ===<br />
"As the pirate crew begin to loose trust in their captain, the leonin stand strong among the chaos."<br />
At 15th level, your ac and all saving throws is increased by 2.<br />
<br />
At 20th level, your ac and all saving throws is increased another 2.<br />
<br />
=== Body of a God ===<br />
"With her never wavering bravery, the pirate captain stepped down and grant the legionnaire the command of the crew."<br />
<br />
At 20th level, your body is better than a god. The maximum constitution is increased to 30 and your constitution score is increased by 2.<br />
<br />
= Multiclassing =<br />
'''Prerequisites.''' To qualify for multiclassing into the General class, you must meet these prerequisites: {{5a|Cha}} 13<br />
<br />
'''Proficiencies.''' When you multiclass into the General class, you gain the following proficiencies: simple weapons, light armor, medium armor, and shield<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Bard Tag]]</div>Levelnom1https://www.dandwiki.com/w/index.php?title=Commander,_the_Fish_Variant_(5e_Class)&diff=1820643Commander, the Fish Variant (5e Class)2024-03-13T19:20:18Z<p>Levelnom1: /* Rebellion */</p>
<hr />
<div>= Commander, the Fish Variant =<br />
<br />
"A good Commander prefers strength in numbers and tactics opposed to pure physical strength,"-A successful Commander.<br />
<br />
=== Commander ===<br />
<br />
A person to look up to, a person of order, a person who dedicates their lives to the service, a commander has been called all these things and more, but that just scratches the surface of the truth. Being a commander really means always being ready for the unexpected, having to deal with failures and loss in battle and war while maintaining composure, and always following the chain of command. You have embodied these traits to heart through your service with the military even if you have since moved on. Other commander's have known to a one point held power in places besides the military, like the head of a household or clan, or the head of an organization or guild.<br />
<br />
=== Creating a Commander ===<br />
Why did you decide to become an adventurer? Did you get bored of being a soldier, get demoted for some reason, get transferred and leave instead or some other reason? What parts of being in the military have stuck to you, or are you not from the military and instead got experience being a leader elsewhere? What do you want to accomplish now?<br />
<br />
;Quick Build<br />
You can make a Commander quickly by following these suggestions. First, {{5a|Cha}} should be your highest ability score, followed by {{5a|con}} or {{5a|dex}}. Next, choose the [[Soldier (5e Background)|soldier]] background.<br />
<br />
{{5e Class Features<br />
|name=Commander<br />
|summary=Legendary commanders, and masters of battle.<br />
|hd=8<br />
|armor=Light Armor, medium armor, and shield<br />
|weapons=Simple Weapons<br />
|tools=One of your choice<br />
|saves={{5a|Wis}}, {{5a|Cha}}<br />
|skills=Choose three skills from {{5s|athletics}}, {{5s|animal Handling}} {{5s|deception}}, {{5s|history}}, {{5s|insight}}, {{5s|intimidation}}, {{5s|investigation}}, {{5s|nature}}, {{5s|perception}}, {{5s|persuasion}}, and {{5s|religion}}<br />
|item1a=A {{5e|Light crossbow}} with 20 bolts<br />
|item1b=any simple weapon<br />
|item2a={{5e|leather}}<br />
|item2b={{5e|Scale}} armor.<br />
|item4a=a {{5e|equipment packs|diplomat's pack}}<br />
|item4b=an {{5e|equipment packs|explorer's pack}}.<br />
|item5a=A toolset of your choice.<br />
|item5b=<br />
|wealth=5d4 x 10gp<br />
|classfeatures1={{inpage|Battle Commands}}, {{inpage|Commander's Inspiration}}<br />
|classfeatures2={{inpage|Helping Hand}}, {{inpage|Leadership Role}}<br />
|classfeatures3={{inpage|No Sick Days}}, {{inpage|Sacred Oath}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Lead by Example}}, {{inpage|Font of Inspiration}}<br />
|classfeatures6={{inpage|Leadership Role Improvement}}<br />
|classfeatures7=[[#Sacred Oaths|Sacred Oath Feature]]<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Dampen Friendly Fire}}, {{inpage|Supervise}}<br />
|classfeatures10={{inpage|Natural Leader}}<br />
|classfeatures11={{inpage|Improved Lead by Example}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Troop's Training}}<br />
|classfeatures14={{inpage|Hit the Weak Spot!}}<br />
|classfeatures15=[[#Sacred Oaths|Sacred Oath Feature]]<br />
|classfeatures16=<br />
|classfeatures17={{inpage|With Me, You will Live}} <br />
|classfeatures18={{inpage|Aura Improvement}}<br />
|classfeatures19=<br />
|classfeatures20=[[#Sacred Oaths|Sacred Oath Feature]]<br />
<br />
|extrasonright=1<br />
|extra1_name=Commander's Inspiration Die<br />
|extra1_1=1d6<br />
|extra1_2=1d6<br />
|extra1_3=1d6<br />
|extra1_4=1d6<br />
|extra1_5=1d8<br />
|extra1_6=1d8<br />
|extra1_7=1d8<br />
|extra1_8=1d8<br />
|extra1_9=1d8<br />
|extra1_10=1d10<br />
|extra1_11=1d10<br />
|extra1_12=1d10<br />
|extra1_13=1d10<br />
|extra1_14=1d10<br />
|extra1_15=1d12<br />
|extra1_16=1d12<br />
|extra1_17=1d12<br />
|extra1_18=1d12<br />
|extra1_19=1d12<br />
|extra1_20=1d12<br />
}}<br />
<br />
=== Battle Commands ===<br />
At 1st level, you give a motivating speech to your troops. As a bonus action, you can issue a battle command from below. The battle command effects all allied creatures within 30 ft of you. The battle command remains active until the start of your next turn. You cannot have more than one battle command active at the same time.<br />
<br />
:''Charge!'' All allied creatures can use their bonus action to take the dash action. This movement must end nearer to the enemy.<br />
:''Reformation'' All allied creatures gain the disengage action when they take the dash action.<br />
:''Attack!'' All allied creatures gain +1 to their attack rolls and damage rolls when only targeting a creature that you have chosen within 60 ft of you.<br />
:''Be Quiet'' All allied creatures gain +3 to their stealth checks.<br />
:''Commander's Challenge'' All allied creature's ac is increased by 2 while your ac is decreased by 5. All hostile creatures is aware of this effect.<br />
<br />
=== Commander's Inspiration ===<br />
At 1st level, you can inspire others through giving tactical commands, shouting mottos and battle cries, or by recalling tales of heroism. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Commander's Inspiration die, a d6. <br />
<br />
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Commander's Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Commander's Inspiration die is rolled, it is lost. A creature can have only one Bardic or Commander's Inspiration die at a time. <br />
<br />
You can use this feature a number of times equal to your {{5a|cha}} modifier (a minimum of once). You regain any expended uses when you finish a long rest. <br />
<br />
=== Leadership Role ===<br />
At 2nd level, there is multiple ways to lead your Troops. Choose between Battle Cry, Moral Banner, or Voice of Reason:<br />
<br />
==== Battle Cry ====<br />
In battle, your mere presence can inspire everyone. Any creature with or had your Commander's Inspiration die is your Troop.<br />
<br />
As a bonus action, you can expend one use of your Commander's Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of Troops you can see and that can see you within 60 feet of you. Choose one of the battle cries below as an effect that they gain.<br />
<br />
:''Charge!'' All Troops can move twice their movement. <br />
:''Hold Strong!'' All Troops regain 1d8 hit points.<br />
<br />
The dice increases when you reach certain levels in this class, increasing to 2d8 at 5th level, 2d8 at 10th level, and 4d8 at 15th level.<br />
:''No Fear!'' All Troops make a saving throw to resist {{5c|charmed}} or {{5c|frightened}}. If they pass, they gain temporary hit points equal to two rolls of your commander's inspiration.<br />
:''Reposition!'' All Troops gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.<br />
<br />
The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level.<br />
:''Defend!'' All Troops can use their reaction to take the dodge action.<br />
<br />
==== Moral Banner ====<br />
Through a piece of fabric, creatures flock to your cause. As a bonus action, you can magically summon an incorporeal banner to a point you can see within 60 feet of you. The banner creates an aura in a 30-foot radius around that point. As a bonus action, you can teleport the banner up to 60 feet to a point you can see.<br />
<br />
Any ally creature in the banner's aura becomes your Troop or been in the banner's aura within the last long rest is your Troop.<br />
<br />
The banner persists for 1 minute. Once you use this feature, you can’t use it again until you finish a short or long rest.<br />
<br />
The effect of the banner's aura depends on the type of banner you summon from the options below.<br />
<br />
:''Bear Banner.'' The bear banner grants you and your Troops its might and endurance. Each creature of your choice in the aura when the banner appears gains temporary hit points equal to 5 + your commander level. In addition, you and your Troops gain advantage on Strength checks and Strength saving throws while in the aura.<br />
<br />
:''Hawk Banner.'' The hawk banner is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the banner's aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your Troops have advantage on Wisdom (Perception) checks while in the aura.<br />
<br />
:''Unicorn Banner.'' The unicorn banner lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the banner's aura. In addition, if a Troop cast a spell using a spell slot that restores hit points to Troop inside or outside the aura, each Troop of your choice in the aura also regains hit points equal to your commander level.<br />
<br />
==== Voice of Reason ====<br />
Among the chaos of the world and combat, your voice brings calm and respect from your Troops. When you make a speech that last at least 1 minute, choose up to your charisma modifier of willing creatures that hear or see your speak (you may include yourself). They have become your Troops for the purpose of your Commander features.<br />
<br />
While you can make a speech unlimited number of times, you can only have up to your charisma modifier of Troops at time. You cannot make a Troop out of creature that is already a Troop to someone else or have been a Troop since their last long rest. A creature is your Troop until they complete a long rest.<br />
<br />
Additionally, each of your Troop's gain temporary hit points equal to your level in Commander. As long as they have temporary hit points (from any source), they are immune to frighten and charm effects.<br />
<br />
=== Rebellion ===<br />
At 6th level, when their is loyal Troops, there will be rebellious Troops. At any time, you can mark any of your Troops as a Rebellion. A Rebellion no longer a Troop for the purpose of your features.<br />
<br />
=== Helping Hand ===<br />
At 2nd level, you help your Troops in battle directly. You can use the Help action as a bonus action. Additionally, when you use the Help action to aid a Troop in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.<br />
<br />
=== No Sick Days ===<br />
At 3rd level, you cannot afford to take any days off. You are immune to disease.<br />
<br />
=== Sacred Oath ===<br />
When you reach 3rd level, you swear the oath that binds you as a commander forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include the Channel Divinity feature.<br />
<br />
==== Channel Divinity ====<br />
Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.<br />
<br />
When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.<br />
<br />
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals to 8 + your charisma modifier + your proficiency modifier.<br />
<br />
=== Ability Score Improvement ===<br />
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.<br />
<br />
=== Lead by Example ===<br />
At 5th level, you lead others into combat. When you take an attack action, choose one of your Troops within 120 ft of you. They make one free weapon attack.<br />
<br />
=== Font of Inspiration ===<br />
At 5th level, your commander's Inspiration is restored after a short or long rest.<br />
<br />
=== Improved Leadership Role ===<br />
At 6th level, you become better at leading others. You gain one of the features below depending on your leadership role.<br />
<br />
==== Battle Cry: Aura of Protection ====<br />
Whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br />
<br />
At 18th level, the range of this aura increases to 30 feet.<br />
<br />
==== Moral Banner Improvement ====<br />
You can summon your banner twice per short or long rest.<br />
<br />
==== Voice of Reason Improvement ====<br />
All of your Troops can the temporary hit points once per short or long rest. Additionally, when they have temporary hit points in any way, they gain immunity to poisoned and deafened conditions.<br />
<br />
=== Improved Rebellion ===<br />
You know the location of any creature marked as a rebellion up to 1 mile away. You and your Troops have advantage to hit a rebellion creature. All rebellion creatures have advantage to hit you or your Troops.<br />
<br />
=== Dampen Friendly Fire ===<br />
At 9th level, you prevent your troops from hurting each other. All of your Troops take half damage dealt by your own Troops. Regardless of spell and effects, Troops have disadvantage to hit other Troops and have advantage to all saving throws caused by other Troops.<br />
<br />
=== Supervise ===<br />
At 9th level, under your leadership, your Troops will always succeed. When you use an help action on an ability check that you have proficiency in, they can treat a d20 roll of 9 or lower as a 10.<br />
<br />
=== Natural Leader ===<br />
At 10th level, your experience as a leader has allowed you become fast friend with other or limit your enemy's actions. As an action, you can make a Charisma (Persuasion) check contested by a creature’s Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.<br />
<br />
If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can’t make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.<br />
<br />
If you succeed on the check and the creature isn’t hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.<br />
<br />
=== Improved Lead by Example ===<br />
At 11th level, your leadership through example bore fruits. When a Troop makes an attack from Lead by Example, it deals an extra 1d8 radiant damage.<br />
<br />
=== Troop's Training ===<br />
Starting at 13th level, you train your Troops to be deadlier in combat. All of your Troops deal an extra 1 damage.<br />
<br />
=== Hit the Weak Spot! ===<br />
At 14th level, you attacks show your Troops where to hit. If you deal weapon damage to a creature on your turn, you can curse that creature until the start of your next turn. The next time one of your Troops hits the cursed creature with an attack, the target also takes 2d6 psychic damage, and the curse ends. You can curse a creature in this way only once per turn.<br />
<br />
=== With Me, You will Live ===<br />
At 17th level, you push your Troops survival rate to the max. At the start of each of the Troop's turn, they regain 1 hit points if they have no more than half of their hit points left. They don’t gain this benefit if they have 0 hit points.<br />
<br />
== Optional Features ==<br />
<br />
=== Infuse Items ===<br />
Replaces Battle Commands<br />
<br />
At 1st level, you prefer to use simpler and safer methods help your Troops. You gain one infused item from artificer class. This infused item can be only used by your Troops.<br />
<br />
Whenever you gain a level, you can change your infused item.<br />
<br />
=== Infuse Items ===<br />
Replace Natural Leader<br />
<br />
At 10th level, you prefer to use simpler and safer methods help your Troops. You gain one infused item from artificer class. This infused item can be only used by your Troops.<br />
<br />
If you already have infuse Items from this class, this feature grants two more items to infuse.<br />
<br />
Whenever you gain a level, you can change your infused item.<br />
<br />
=== Infuse Items ===<br />
Replace Hit the Weak Spot!<br />
<br />
At 14th level, you prefer to use simpler and safer methods help your Troops. You gain one infused item from artificer class. This infused item can be only used by your Troops.<br />
<br />
If you already have infuse Items from this class, this feature grants two more items to infuse.<br />
<br />
Whenever you gain a level, you can change your infused item.<br />
<br />
=== Infuse Items ===<br />
Replace With Me, You will Live<br />
<br />
At 17th level, you prefer to use simpler and safer methods help your Troops. You gain one infused item from artificer class. This infused item can be only used by your Troops.<br />
<br />
If you already have infuse Items from this class, this feature grants two more items to infuse.<br />
<br />
Whenever you gain a level, you can change your infused item.<br />
<br />
=Divine Oaths=<br />
You can take a divine oath from paladin class or one from below.<br />
<br />
== Oath of Apothecary ==<br />
"Once a pound a time, there was a young Apothecary named Iris. She was in an adventuring party with a giant construct and a child. From the beginning, the adventuring party called Iris their commander."<br />
<br />
==== Tenets of the Apothecary ====<br />
The tenets of the Oath of the Apothecary have carefully chosen to reflect Iris' great work. This oath emphasizes the principles of love ones above any concerns of good or evil. Its four central principles are simple.<br />
<br />
Protect Your Love Ones: Above all, protect your love ones regardless the cost.<br />
<br />
Let Nature Bloom: Take care of the plants and they will return the favor.<br />
<br />
Potions for All: Experiment, craft, and learn potions to save your love ones.<br />
<br />
Slay the Heretic: Hunt down every shambling mound. They have rebelled against the gods.<br />
<br />
=== Budding ===<br />
"Iris was part plant and part humanoid. As honor to the great Apothecary, we grow plants on ourself"<br />
<br />
You have plants growing from you, making you slightly part plant. Pick one from below<br />
{| class="wikitable"<br />
|+Budding Appearance<br />
|-<br />
! 1d6 !! Effect |<br />
|-<br />
| 1 || Leaves and buds grow on your head to create a crown <br />
|-<br />
| 2 || Vines and buds grow around your arm in an exotic fashion design <br />
|-<br />
| 3 || Leaves and buds grow among your hair, as if it was always been there <br />
|-<br />
| 4 || Vines and buds form an accessory like a belt, necklaces, or bracelet <br />
|-<br />
| 5 || Vines, leaves, and buds grow around your feet to create a boot <br />
|-<br />
| 6 || Vines, leaves, and buds create a natural but fashionable clothing <br />
|}<br />
<br />
=== Tool Proficiency ===<br />
"She was one of the most talented Apothecary of her time."<br />
<br />
At 3rd level, you gain proficiency in herbalism and alchemist<br />
<br />
=== Channel Divinity: Potion crafting ===<br />
"While her companions rest during the night, Iris stayed up late to craft potions to help her friends in the coming battle."<br />
<br />
At 3rd level, you can use your channel divinity to create potions from nature. As an action, you can make any common potion after spending 10 gd pieces. You must have alchemist or herbalism kit to craft potions.<br />
<br />
At 7th level, you can craft uncommon potion for 50 gd. At 15th level, you can rare potion for 100 gd.<br />
<br />
=== Channel Divinity: Bloom ===<br />
"Plants counted Iris as one of their own. It is said that even the most stubborn plant bloom in her care."<br />
<br />
At 3rd level, you can your channel divinity to bloom your budding flowers. As an action, all of the buds on you bloom into a flower and release a strong smell. Every plan within 30 feet of you that can smell you must make a Wisdom saving throw. On a failed save, the creature is charmed for 1 minute or until it takes damage.<br />
<br />
While charmed this way, the plant is friendly to you and your Troops. You and your Troops can communicate with charmed plants as if they are under the effects of Speak with Plants spell.<br />
<br />
=== Potion Thrower ===<br />
"Like all Apothecary adventurers, Iris primary used potions to fend off great evil foes."<br />
<br />
At 7th level, you can throw potions without loosing its effectiveness. As an action, you throw a potion. It uses strength to hit and has a range of 30/90 ft. If the target is a willing Troop, it automatically hits.<br />
<br />
=== Thorn Armor ===<br />
"On that dark day, a shambling mound went wild and attacked Iris and her friends. The Apothecary try her best to save her friends."<br />
<br />
At 15th level, your gift of plants is spread to your allies. As an action, every Troop within 30 ft of you has thorny vines grow around them. They gain temporary hit points equal to your charisma modifier. Until an hour past or all temporary hit points is used up, any melee attack takes your charisma modifier of magical piercing or poison damage.<br />
<br />
You can use this feature once per short or long rest.<br />
<br />
=== Iris Rose Bush ===<br />
"Iris sacrifice herself to save her friends from the shambling mound. The gods saw her great deeds. They caused a rose bush to grow from her corpse as a memorial of her heroic death."<br />
<br />
At 20th level, you plant seeds in your Troops just in case the worst happens.<br />
<br />
Whenever you or your Troops die, an Iris rose bush grows from their body. It has the same ingigitive as the dead creature and attacks anything hostile to it.<br />
<br />
As long as the rose bush is alive, the corpse is perfectly preserved as if it just died. Additionally, the corpse is immune to all magic except spells to revive the corpse. Once the corpse is revived or removed, the rose bush withers away.<br />
<br />
<br />
== Oath of Pirate Captain ==<br />
"Legend says that a leonin pirate captain has the fate to choose to save the world or doom it to destruction."<br />
<br />
==== Tenets of Pirate Captain ====<br />
<br />
Freedom can be a selfless virtue or a selfish want. For paladins who swear the Oath of the Pirate Captain, freedom is the highest calling, and a gift to be granted to all.<br />
<br />
No Greater Life than a Life Lived Free. One should be free to chart their own path without oppression. Those who would exert their power to dominate others shall be smote.<br />
<br />
Protect the Crew. Your crew is the most important thing to a captain. Lead them to victory or failure. As long as they stay alive, there is always another chance<br />
<br />
Explore the Uncharted. The world is filled with mystery. Through the pursuit of enigmatic ends, one can uncover those who hide their foul deeds, and find the path to becoming something great.<br />
<br />
Loyalty. Stay true to those who are loyal to you.<br />
Reward loyalty with glory and treasure.<br />
Traitors deserve ruthless judgment.<br />
<br />
=== Channel Divinity: Raid ===<br />
"It is said that the pirate captain used to go on raids with her father, whom was also a pirate captain."<br />
<br />
At 3rd level, you use your channel divinity to cause your crew to be ready for a raid. As an action, all Troops within 30 ft of you gain the following for 1 hour:<br />
<br />
* Increase movement speed by 5 ft<br />
* Increase jump distance by 5 ft<br />
* Gain swimming speed equal to walking speed<br />
* Advantage to saving throws against cannons<br />
<br />
=== Channel Divinity: Plunder ===<br />
"Right before she became captain, she plundered entire castle without killing a single soul."<br />
<br />
At 3rd level, you use your channel divinity to cause your crew to be ready for a raid. As an action, all Troops within 30 ft of you gain the following for 1 hour:<br />
<br />
* Advantage to stealth<br />
* Advantage to sleight of hand<br />
* Advantage to thieves' tools<br />
<br />
=== Aura of Liberation ===<br />
"The legendary pirate captain will roam the seas, unhindered by wizards, cultist, fey, and daemons."<br />
<br />
Starting at 7th level, you fill nearby creatures with the energy of movement. While you’re not incapacitated, you and creatures of your choice within 10 feet of you cannot be grappled or restrained, and ignore penalties on movement and attacks while underwater. Creatures that are already grappled or restrained when they enter the aura can spend 5 feet of movement to automatically escape unless they are bound by magic restraints.<br />
<br />
When you reach 18th level in this class, the aura affects creatures within 30 feet of you.<br />
<br />
=== Rebuke of the Captain ===<br />
"While hard to anger, this captain will seek vengeance against anyone whom dare to take another life away from her."<br />
<br />
At 15th level, you can cast silvery Mockery without any spell slots. You must apply the advantage to one of your Troops to cast this spell.<br />
<br />
You can use this feature up to your charisma modifier per short or long rest.<br />
<br />
=== Grand Captain ===<br />
"At the final battle to determine the fate of the world, the leonin pirate captain will play a critical role that tips the results of battle to her favor."<br />
<br />
At 20th level, you are a living avatar of the high seas. As a bonus action on your turn, you can transform, becoming as terrible as a storm for 1 minute. While transformed you gain the benefits below:<br />
<br />
* You are immune to cold, lightning, and thunder damage.<br />
* You can cast command at 1st-level as a bonus action on each of your turns without expending a spell slot.<br />
* Whenever you hit a Huge or smaller creature with a melee attack, it must succeed on a Strength saving throw against your channel divinity save DC or be knocked prone.<br />
<br />
Once you use this feature, you must complete a long rest before you can use it again<br />
<br />
== Oath of Legionnaire ==<br />
"There is a mighty legionnaire leonin that survived unbelievable odds... and constantly hungers for bone marrow"<br />
<br />
==== Tenets of Legionnaire ====<br />
Though the exact words and strictures of the Oath of Legionnaire vary, paladins of this oath share these tenets.<br />
<br />
Duty. You never stand down as long there is someone to protect<br />
<br />
Sturdy. You have to stay strong to serve as the anchor for everyone else around you<br />
<br />
Repentance. I protect others since I failed to protection someone important in my past.<br />
<br />
Fisherman. Fishing is a great hobby and survival skill<br />
<br />
=== Guard ===<br />
"Her body cannot easily be slayed by normal means."<br />
<br />
At 3rd level, you can block attacks easier than most. When wearing armor that you are proficient in, your ac is increased by 1.<br />
<br />
Your ac is increased by an addition 1 at 7th, 15th, and 20th levels.<br />
<br />
=== Channel Divinity: Combat Stances ===<br />
"She stand strong in front of many fearsome monsters."<br />
<br />
At 3rd, you use your channel divinity to pull knowledge from many generations of Legionnaires. As a bonus action, choose one stand from below. Your stance last for 1 minute.<br />
<br />
;Sentinel Stance<br />
While in this stance, you gain a bonus to attack rolls equal to half of your proficiency bonus. In addition, you may make a melee weapon attack as a bonus action.<br />
<br />
;Phalanx Stance<br />
While in this stance, you gain a bonus to Armor Class equal to half of your proficiency bonus. In addition, all allies within 5 feet of you gain half cover.<br />
<br />
;Berserker Stance<br />
While in this stance, you gain a bonus to damage rolls equal to half of your proficiency bonus. In addition, you score a critical hit on a 19 or 20.<br />
<br />
=== Channel Divinity: Talent ===<br />
"The pirate leonin was talented in many things, like fishing."<br />
<br />
As an action, you use your channel divinity to gain a feat for 1 hour.<br />
<br />
Additionally, you have advantage to all rolls to do fishing for 1 hour.<br />
<br />
=== Endurance ===<br />
"She can take more blows than mortal can."<br />
<br />
At 7th level, your maximum hit points is increased by 5 + your Constitution modifier.<br />
<br />
At 15th and 20th, you gain this benefit again.<br />
<br />
=== Defender ===<br />
"As the pirate crew begin to loose trust in their captain, the leonin stand strong among the chaos."<br />
At 15th level, your ac and all saving throws is increased by 2.<br />
<br />
At 20th level, your ac and all saving throws is increased another 2.<br />
<br />
=== Body of a God ===<br />
"With her never wavering bravery, the pirate captain stepped down and grant the legionnaire the command of the crew."<br />
<br />
At 20th level, your body is better than a god. The maximum constitution is increased to 30 and your constitution score is increased by 2.<br />
<br />
= Multiclassing =<br />
'''Prerequisites.''' To qualify for multiclassing into the General class, you must meet these prerequisites: {{5a|Cha}} 13<br />
<br />
'''Proficiencies.''' When you multiclass into the General class, you gain the following proficiencies: simple weapons, light armor, medium armor, and shield<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Bard Tag]]</div>Levelnom1https://www.dandwiki.com/w/index.php?title=Commander,_the_Fish_Variant_(5e_Class)&diff=1820641Commander, the Fish Variant (5e Class)2024-03-13T19:19:35Z<p>Levelnom1: /* Leadership Role */</p>
<hr />
<div>= Commander, the Fish Variant =<br />
<br />
"A good Commander prefers strength in numbers and tactics opposed to pure physical strength,"-A successful Commander.<br />
<br />
=== Commander ===<br />
<br />
A person to look up to, a person of order, a person who dedicates their lives to the service, a commander has been called all these things and more, but that just scratches the surface of the truth. Being a commander really means always being ready for the unexpected, having to deal with failures and loss in battle and war while maintaining composure, and always following the chain of command. You have embodied these traits to heart through your service with the military even if you have since moved on. Other commander's have known to a one point held power in places besides the military, like the head of a household or clan, or the head of an organization or guild.<br />
<br />
=== Creating a Commander ===<br />
Why did you decide to become an adventurer? Did you get bored of being a soldier, get demoted for some reason, get transferred and leave instead or some other reason? What parts of being in the military have stuck to you, or are you not from the military and instead got experience being a leader elsewhere? What do you want to accomplish now?<br />
<br />
;Quick Build<br />
You can make a Commander quickly by following these suggestions. First, {{5a|Cha}} should be your highest ability score, followed by {{5a|con}} or {{5a|dex}}. Next, choose the [[Soldier (5e Background)|soldier]] background.<br />
<br />
{{5e Class Features<br />
|name=Commander<br />
|summary=Legendary commanders, and masters of battle.<br />
|hd=8<br />
|armor=Light Armor, medium armor, and shield<br />
|weapons=Simple Weapons<br />
|tools=One of your choice<br />
|saves={{5a|Wis}}, {{5a|Cha}}<br />
|skills=Choose three skills from {{5s|athletics}}, {{5s|animal Handling}} {{5s|deception}}, {{5s|history}}, {{5s|insight}}, {{5s|intimidation}}, {{5s|investigation}}, {{5s|nature}}, {{5s|perception}}, {{5s|persuasion}}, and {{5s|religion}}<br />
|item1a=A {{5e|Light crossbow}} with 20 bolts<br />
|item1b=any simple weapon<br />
|item2a={{5e|leather}}<br />
|item2b={{5e|Scale}} armor.<br />
|item4a=a {{5e|equipment packs|diplomat's pack}}<br />
|item4b=an {{5e|equipment packs|explorer's pack}}.<br />
|item5a=A toolset of your choice.<br />
|item5b=<br />
|wealth=5d4 x 10gp<br />
|classfeatures1={{inpage|Battle Commands}}, {{inpage|Commander's Inspiration}}<br />
|classfeatures2={{inpage|Helping Hand}}, {{inpage|Leadership Role}}<br />
|classfeatures3={{inpage|No Sick Days}}, {{inpage|Sacred Oath}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Lead by Example}}, {{inpage|Font of Inspiration}}<br />
|classfeatures6={{inpage|Leadership Role Improvement}}<br />
|classfeatures7=[[#Sacred Oaths|Sacred Oath Feature]]<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Dampen Friendly Fire}}, {{inpage|Supervise}}<br />
|classfeatures10={{inpage|Natural Leader}}<br />
|classfeatures11={{inpage|Improved Lead by Example}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Troop's Training}}<br />
|classfeatures14={{inpage|Hit the Weak Spot!}}<br />
|classfeatures15=[[#Sacred Oaths|Sacred Oath Feature]]<br />
|classfeatures16=<br />
|classfeatures17={{inpage|With Me, You will Live}} <br />
|classfeatures18={{inpage|Aura Improvement}}<br />
|classfeatures19=<br />
|classfeatures20=[[#Sacred Oaths|Sacred Oath Feature]]<br />
<br />
|extrasonright=1<br />
|extra1_name=Commander's Inspiration Die<br />
|extra1_1=1d6<br />
|extra1_2=1d6<br />
|extra1_3=1d6<br />
|extra1_4=1d6<br />
|extra1_5=1d8<br />
|extra1_6=1d8<br />
|extra1_7=1d8<br />
|extra1_8=1d8<br />
|extra1_9=1d8<br />
|extra1_10=1d10<br />
|extra1_11=1d10<br />
|extra1_12=1d10<br />
|extra1_13=1d10<br />
|extra1_14=1d10<br />
|extra1_15=1d12<br />
|extra1_16=1d12<br />
|extra1_17=1d12<br />
|extra1_18=1d12<br />
|extra1_19=1d12<br />
|extra1_20=1d12<br />
}}<br />
<br />
=== Battle Commands ===<br />
At 1st level, you give a motivating speech to your troops. As a bonus action, you can issue a battle command from below. The battle command effects all allied creatures within 30 ft of you. The battle command remains active until the start of your next turn. You cannot have more than one battle command active at the same time.<br />
<br />
:''Charge!'' All allied creatures can use their bonus action to take the dash action. This movement must end nearer to the enemy.<br />
:''Reformation'' All allied creatures gain the disengage action when they take the dash action.<br />
:''Attack!'' All allied creatures gain +1 to their attack rolls and damage rolls when only targeting a creature that you have chosen within 60 ft of you.<br />
:''Be Quiet'' All allied creatures gain +3 to their stealth checks.<br />
:''Commander's Challenge'' All allied creature's ac is increased by 2 while your ac is decreased by 5. All hostile creatures is aware of this effect.<br />
<br />
=== Commander's Inspiration ===<br />
At 1st level, you can inspire others through giving tactical commands, shouting mottos and battle cries, or by recalling tales of heroism. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Commander's Inspiration die, a d6. <br />
<br />
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Commander's Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Commander's Inspiration die is rolled, it is lost. A creature can have only one Bardic or Commander's Inspiration die at a time. <br />
<br />
You can use this feature a number of times equal to your {{5a|cha}} modifier (a minimum of once). You regain any expended uses when you finish a long rest. <br />
<br />
=== Leadership Role ===<br />
At 2nd level, there is multiple ways to lead your Troops. Choose between Battle Cry, Moral Banner, or Voice of Reason:<br />
<br />
==== Battle Cry ====<br />
In battle, your mere presence can inspire everyone. Any creature with or had your Commander's Inspiration die is your Troop.<br />
<br />
As a bonus action, you can expend one use of your Commander's Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of Troops you can see and that can see you within 60 feet of you. Choose one of the battle cries below as an effect that they gain.<br />
<br />
:''Charge!'' All Troops can move twice their movement. <br />
:''Hold Strong!'' All Troops regain 1d8 hit points.<br />
<br />
The dice increases when you reach certain levels in this class, increasing to 2d8 at 5th level, 2d8 at 10th level, and 4d8 at 15th level.<br />
:''No Fear!'' All Troops make a saving throw to resist {{5c|charmed}} or {{5c|frightened}}. If they pass, they gain temporary hit points equal to two rolls of your commander's inspiration.<br />
:''Reposition!'' All Troops gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.<br />
<br />
The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level.<br />
:''Defend!'' All Troops can use their reaction to take the dodge action.<br />
<br />
==== Moral Banner ====<br />
Through a piece of fabric, creatures flock to your cause. As a bonus action, you can magically summon an incorporeal banner to a point you can see within 60 feet of you. The banner creates an aura in a 30-foot radius around that point. As a bonus action, you can teleport the banner up to 60 feet to a point you can see.<br />
<br />
Any ally creature in the banner's aura becomes your Troop or been in the banner's aura within the last long rest is your Troop.<br />
<br />
The banner persists for 1 minute. Once you use this feature, you can’t use it again until you finish a short or long rest.<br />
<br />
The effect of the banner's aura depends on the type of banner you summon from the options below.<br />
<br />
:''Bear Banner.'' The bear banner grants you and your Troops its might and endurance. Each creature of your choice in the aura when the banner appears gains temporary hit points equal to 5 + your commander level. In addition, you and your Troops gain advantage on Strength checks and Strength saving throws while in the aura.<br />
<br />
:''Hawk Banner.'' The hawk banner is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the banner's aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your Troops have advantage on Wisdom (Perception) checks while in the aura.<br />
<br />
:''Unicorn Banner.'' The unicorn banner lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the banner's aura. In addition, if a Troop cast a spell using a spell slot that restores hit points to Troop inside or outside the aura, each Troop of your choice in the aura also regains hit points equal to your commander level.<br />
<br />
==== Voice of Reason ====<br />
Among the chaos of the world and combat, your voice brings calm and respect from your Troops. When you make a speech that last at least 1 minute, choose up to your charisma modifier of willing creatures that hear or see your speak (you may include yourself). They have become your Troops for the purpose of your Commander features.<br />
<br />
While you can make a speech unlimited number of times, you can only have up to your charisma modifier of Troops at time. You cannot make a Troop out of creature that is already a Troop to someone else or have been a Troop since their last long rest. A creature is your Troop until they complete a long rest.<br />
<br />
Additionally, each of your Troop's gain temporary hit points equal to your level in Commander. As long as they have temporary hit points (from any source), they are immune to frighten and charm effects.<br />
<br />
=== Rebellion ===<br />
At any time, you can mark any of your Troops as a Rebellion. A Rebellion no longer a Troop for the purpose of your features.<br />
<br />
=== Helping Hand ===<br />
At 2nd level, you help your Troops in battle directly. You can use the Help action as a bonus action. Additionally, when you use the Help action to aid a Troop in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.<br />
<br />
=== No Sick Days ===<br />
At 3rd level, you cannot afford to take any days off. You are immune to disease.<br />
<br />
=== Sacred Oath ===<br />
When you reach 3rd level, you swear the oath that binds you as a commander forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include the Channel Divinity feature.<br />
<br />
==== Channel Divinity ====<br />
Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.<br />
<br />
When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.<br />
<br />
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals to 8 + your charisma modifier + your proficiency modifier.<br />
<br />
=== Ability Score Improvement ===<br />
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.<br />
<br />
=== Lead by Example ===<br />
At 5th level, you lead others into combat. When you take an attack action, choose one of your Troops within 120 ft of you. They make one free weapon attack.<br />
<br />
=== Font of Inspiration ===<br />
At 5th level, your commander's Inspiration is restored after a short or long rest.<br />
<br />
=== Improved Leadership Role ===<br />
At 6th level, you become better at leading others. You gain one of the features below depending on your leadership role.<br />
<br />
==== Battle Cry: Aura of Protection ====<br />
Whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br />
<br />
At 18th level, the range of this aura increases to 30 feet.<br />
<br />
==== Moral Banner Improvement ====<br />
You can summon your banner twice per short or long rest.<br />
<br />
==== Voice of Reason Improvement ====<br />
All of your Troops can the temporary hit points once per short or long rest. Additionally, when they have temporary hit points in any way, they gain immunity to poisoned and deafened conditions.<br />
<br />
=== Improved Rebellion ===<br />
You know the location of any creature marked as a rebellion up to 1 mile away. You and your Troops have advantage to hit a rebellion creature. All rebellion creatures have advantage to hit you or your Troops.<br />
<br />
=== Dampen Friendly Fire ===<br />
At 9th level, you prevent your troops from hurting each other. All of your Troops take half damage dealt by your own Troops. Regardless of spell and effects, Troops have disadvantage to hit other Troops and have advantage to all saving throws caused by other Troops.<br />
<br />
=== Supervise ===<br />
At 9th level, under your leadership, your Troops will always succeed. When you use an help action on an ability check that you have proficiency in, they can treat a d20 roll of 9 or lower as a 10.<br />
<br />
=== Natural Leader ===<br />
At 10th level, your experience as a leader has allowed you become fast friend with other or limit your enemy's actions. As an action, you can make a Charisma (Persuasion) check contested by a creature’s Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.<br />
<br />
If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can’t make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.<br />
<br />
If you succeed on the check and the creature isn’t hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.<br />
<br />
=== Improved Lead by Example ===<br />
At 11th level, your leadership through example bore fruits. When a Troop makes an attack from Lead by Example, it deals an extra 1d8 radiant damage.<br />
<br />
=== Troop's Training ===<br />
Starting at 13th level, you train your Troops to be deadlier in combat. All of your Troops deal an extra 1 damage.<br />
<br />
=== Hit the Weak Spot! ===<br />
At 14th level, you attacks show your Troops where to hit. If you deal weapon damage to a creature on your turn, you can curse that creature until the start of your next turn. The next time one of your Troops hits the cursed creature with an attack, the target also takes 2d6 psychic damage, and the curse ends. You can curse a creature in this way only once per turn.<br />
<br />
=== With Me, You will Live ===<br />
At 17th level, you push your Troops survival rate to the max. At the start of each of the Troop's turn, they regain 1 hit points if they have no more than half of their hit points left. They don’t gain this benefit if they have 0 hit points.<br />
<br />
== Optional Features ==<br />
<br />
=== Infuse Items ===<br />
Replaces Battle Commands<br />
<br />
At 1st level, you prefer to use simpler and safer methods help your Troops. You gain one infused item from artificer class. This infused item can be only used by your Troops.<br />
<br />
Whenever you gain a level, you can change your infused item.<br />
<br />
=== Infuse Items ===<br />
Replace Natural Leader<br />
<br />
At 10th level, you prefer to use simpler and safer methods help your Troops. You gain one infused item from artificer class. This infused item can be only used by your Troops.<br />
<br />
If you already have infuse Items from this class, this feature grants two more items to infuse.<br />
<br />
Whenever you gain a level, you can change your infused item.<br />
<br />
=== Infuse Items ===<br />
Replace Hit the Weak Spot!<br />
<br />
At 14th level, you prefer to use simpler and safer methods help your Troops. You gain one infused item from artificer class. This infused item can be only used by your Troops.<br />
<br />
If you already have infuse Items from this class, this feature grants two more items to infuse.<br />
<br />
Whenever you gain a level, you can change your infused item.<br />
<br />
=== Infuse Items ===<br />
Replace With Me, You will Live<br />
<br />
At 17th level, you prefer to use simpler and safer methods help your Troops. You gain one infused item from artificer class. This infused item can be only used by your Troops.<br />
<br />
If you already have infuse Items from this class, this feature grants two more items to infuse.<br />
<br />
Whenever you gain a level, you can change your infused item.<br />
<br />
=Divine Oaths=<br />
You can take a divine oath from paladin class or one from below.<br />
<br />
== Oath of Apothecary ==<br />
"Once a pound a time, there was a young Apothecary named Iris. She was in an adventuring party with a giant construct and a child. From the beginning, the adventuring party called Iris their commander."<br />
<br />
==== Tenets of the Apothecary ====<br />
The tenets of the Oath of the Apothecary have carefully chosen to reflect Iris' great work. This oath emphasizes the principles of love ones above any concerns of good or evil. Its four central principles are simple.<br />
<br />
Protect Your Love Ones: Above all, protect your love ones regardless the cost.<br />
<br />
Let Nature Bloom: Take care of the plants and they will return the favor.<br />
<br />
Potions for All: Experiment, craft, and learn potions to save your love ones.<br />
<br />
Slay the Heretic: Hunt down every shambling mound. They have rebelled against the gods.<br />
<br />
=== Budding ===<br />
"Iris was part plant and part humanoid. As honor to the great Apothecary, we grow plants on ourself"<br />
<br />
You have plants growing from you, making you slightly part plant. Pick one from below<br />
{| class="wikitable"<br />
|+Budding Appearance<br />
|-<br />
! 1d6 !! Effect |<br />
|-<br />
| 1 || Leaves and buds grow on your head to create a crown <br />
|-<br />
| 2 || Vines and buds grow around your arm in an exotic fashion design <br />
|-<br />
| 3 || Leaves and buds grow among your hair, as if it was always been there <br />
|-<br />
| 4 || Vines and buds form an accessory like a belt, necklaces, or bracelet <br />
|-<br />
| 5 || Vines, leaves, and buds grow around your feet to create a boot <br />
|-<br />
| 6 || Vines, leaves, and buds create a natural but fashionable clothing <br />
|}<br />
<br />
=== Tool Proficiency ===<br />
"She was one of the most talented Apothecary of her time."<br />
<br />
At 3rd level, you gain proficiency in herbalism and alchemist<br />
<br />
=== Channel Divinity: Potion crafting ===<br />
"While her companions rest during the night, Iris stayed up late to craft potions to help her friends in the coming battle."<br />
<br />
At 3rd level, you can use your channel divinity to create potions from nature. As an action, you can make any common potion after spending 10 gd pieces. You must have alchemist or herbalism kit to craft potions.<br />
<br />
At 7th level, you can craft uncommon potion for 50 gd. At 15th level, you can rare potion for 100 gd.<br />
<br />
=== Channel Divinity: Bloom ===<br />
"Plants counted Iris as one of their own. It is said that even the most stubborn plant bloom in her care."<br />
<br />
At 3rd level, you can your channel divinity to bloom your budding flowers. As an action, all of the buds on you bloom into a flower and release a strong smell. Every plan within 30 feet of you that can smell you must make a Wisdom saving throw. On a failed save, the creature is charmed for 1 minute or until it takes damage.<br />
<br />
While charmed this way, the plant is friendly to you and your Troops. You and your Troops can communicate with charmed plants as if they are under the effects of Speak with Plants spell.<br />
<br />
=== Potion Thrower ===<br />
"Like all Apothecary adventurers, Iris primary used potions to fend off great evil foes."<br />
<br />
At 7th level, you can throw potions without loosing its effectiveness. As an action, you throw a potion. It uses strength to hit and has a range of 30/90 ft. If the target is a willing Troop, it automatically hits.<br />
<br />
=== Thorn Armor ===<br />
"On that dark day, a shambling mound went wild and attacked Iris and her friends. The Apothecary try her best to save her friends."<br />
<br />
At 15th level, your gift of plants is spread to your allies. As an action, every Troop within 30 ft of you has thorny vines grow around them. They gain temporary hit points equal to your charisma modifier. Until an hour past or all temporary hit points is used up, any melee attack takes your charisma modifier of magical piercing or poison damage.<br />
<br />
You can use this feature once per short or long rest.<br />
<br />
=== Iris Rose Bush ===<br />
"Iris sacrifice herself to save her friends from the shambling mound. The gods saw her great deeds. They caused a rose bush to grow from her corpse as a memorial of her heroic death."<br />
<br />
At 20th level, you plant seeds in your Troops just in case the worst happens.<br />
<br />
Whenever you or your Troops die, an Iris rose bush grows from their body. It has the same ingigitive as the dead creature and attacks anything hostile to it.<br />
<br />
As long as the rose bush is alive, the corpse is perfectly preserved as if it just died. Additionally, the corpse is immune to all magic except spells to revive the corpse. Once the corpse is revived or removed, the rose bush withers away.<br />
<br />
<br />
== Oath of Pirate Captain ==<br />
"Legend says that a leonin pirate captain has the fate to choose to save the world or doom it to destruction."<br />
<br />
==== Tenets of Pirate Captain ====<br />
<br />
Freedom can be a selfless virtue or a selfish want. For paladins who swear the Oath of the Pirate Captain, freedom is the highest calling, and a gift to be granted to all.<br />
<br />
No Greater Life than a Life Lived Free. One should be free to chart their own path without oppression. Those who would exert their power to dominate others shall be smote.<br />
<br />
Protect the Crew. Your crew is the most important thing to a captain. Lead them to victory or failure. As long as they stay alive, there is always another chance<br />
<br />
Explore the Uncharted. The world is filled with mystery. Through the pursuit of enigmatic ends, one can uncover those who hide their foul deeds, and find the path to becoming something great.<br />
<br />
Loyalty. Stay true to those who are loyal to you.<br />
Reward loyalty with glory and treasure.<br />
Traitors deserve ruthless judgment.<br />
<br />
=== Channel Divinity: Raid ===<br />
"It is said that the pirate captain used to go on raids with her father, whom was also a pirate captain."<br />
<br />
At 3rd level, you use your channel divinity to cause your crew to be ready for a raid. As an action, all Troops within 30 ft of you gain the following for 1 hour:<br />
<br />
* Increase movement speed by 5 ft<br />
* Increase jump distance by 5 ft<br />
* Gain swimming speed equal to walking speed<br />
* Advantage to saving throws against cannons<br />
<br />
=== Channel Divinity: Plunder ===<br />
"Right before she became captain, she plundered entire castle without killing a single soul."<br />
<br />
At 3rd level, you use your channel divinity to cause your crew to be ready for a raid. As an action, all Troops within 30 ft of you gain the following for 1 hour:<br />
<br />
* Advantage to stealth<br />
* Advantage to sleight of hand<br />
* Advantage to thieves' tools<br />
<br />
=== Aura of Liberation ===<br />
"The legendary pirate captain will roam the seas, unhindered by wizards, cultist, fey, and daemons."<br />
<br />
Starting at 7th level, you fill nearby creatures with the energy of movement. While you’re not incapacitated, you and creatures of your choice within 10 feet of you cannot be grappled or restrained, and ignore penalties on movement and attacks while underwater. Creatures that are already grappled or restrained when they enter the aura can spend 5 feet of movement to automatically escape unless they are bound by magic restraints.<br />
<br />
When you reach 18th level in this class, the aura affects creatures within 30 feet of you.<br />
<br />
=== Rebuke of the Captain ===<br />
"While hard to anger, this captain will seek vengeance against anyone whom dare to take another life away from her."<br />
<br />
At 15th level, you can cast silvery Mockery without any spell slots. You must apply the advantage to one of your Troops to cast this spell.<br />
<br />
You can use this feature up to your charisma modifier per short or long rest.<br />
<br />
=== Grand Captain ===<br />
"At the final battle to determine the fate of the world, the leonin pirate captain will play a critical role that tips the results of battle to her favor."<br />
<br />
At 20th level, you are a living avatar of the high seas. As a bonus action on your turn, you can transform, becoming as terrible as a storm for 1 minute. While transformed you gain the benefits below:<br />
<br />
* You are immune to cold, lightning, and thunder damage.<br />
* You can cast command at 1st-level as a bonus action on each of your turns without expending a spell slot.<br />
* Whenever you hit a Huge or smaller creature with a melee attack, it must succeed on a Strength saving throw against your channel divinity save DC or be knocked prone.<br />
<br />
Once you use this feature, you must complete a long rest before you can use it again<br />
<br />
== Oath of Legionnaire ==<br />
"There is a mighty legionnaire leonin that survived unbelievable odds... and constantly hungers for bone marrow"<br />
<br />
==== Tenets of Legionnaire ====<br />
Though the exact words and strictures of the Oath of Legionnaire vary, paladins of this oath share these tenets.<br />
<br />
Duty. You never stand down as long there is someone to protect<br />
<br />
Sturdy. You have to stay strong to serve as the anchor for everyone else around you<br />
<br />
Repentance. I protect others since I failed to protection someone important in my past.<br />
<br />
Fisherman. Fishing is a great hobby and survival skill<br />
<br />
=== Guard ===<br />
"Her body cannot easily be slayed by normal means."<br />
<br />
At 3rd level, you can block attacks easier than most. When wearing armor that you are proficient in, your ac is increased by 1.<br />
<br />
Your ac is increased by an addition 1 at 7th, 15th, and 20th levels.<br />
<br />
=== Channel Divinity: Combat Stances ===<br />
"She stand strong in front of many fearsome monsters."<br />
<br />
At 3rd, you use your channel divinity to pull knowledge from many generations of Legionnaires. As a bonus action, choose one stand from below. Your stance last for 1 minute.<br />
<br />
;Sentinel Stance<br />
While in this stance, you gain a bonus to attack rolls equal to half of your proficiency bonus. In addition, you may make a melee weapon attack as a bonus action.<br />
<br />
;Phalanx Stance<br />
While in this stance, you gain a bonus to Armor Class equal to half of your proficiency bonus. In addition, all allies within 5 feet of you gain half cover.<br />
<br />
;Berserker Stance<br />
While in this stance, you gain a bonus to damage rolls equal to half of your proficiency bonus. In addition, you score a critical hit on a 19 or 20.<br />
<br />
=== Channel Divinity: Talent ===<br />
"The pirate leonin was talented in many things, like fishing."<br />
<br />
As an action, you use your channel divinity to gain a feat for 1 hour.<br />
<br />
Additionally, you have advantage to all rolls to do fishing for 1 hour.<br />
<br />
=== Endurance ===<br />
"She can take more blows than mortal can."<br />
<br />
At 7th level, your maximum hit points is increased by 5 + your Constitution modifier.<br />
<br />
At 15th and 20th, you gain this benefit again.<br />
<br />
=== Defender ===<br />
"As the pirate crew begin to loose trust in their captain, the leonin stand strong among the chaos."<br />
At 15th level, your ac and all saving throws is increased by 2.<br />
<br />
At 20th level, your ac and all saving throws is increased another 2.<br />
<br />
=== Body of a God ===<br />
"With her never wavering bravery, the pirate captain stepped down and grant the legionnaire the command of the crew."<br />
<br />
At 20th level, your body is better than a god. The maximum constitution is increased to 30 and your constitution score is increased by 2.<br />
<br />
= Multiclassing =<br />
'''Prerequisites.''' To qualify for multiclassing into the General class, you must meet these prerequisites: {{5a|Cha}} 13<br />
<br />
'''Proficiencies.''' When you multiclass into the General class, you gain the following proficiencies: simple weapons, light armor, medium armor, and shield<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Bard Tag]]</div>Levelnom1https://www.dandwiki.com/w/index.php?title=Commander,_the_Fish_Variant_(5e_Class)&diff=1820258Commander, the Fish Variant (5e Class)2024-03-13T03:23:13Z<p>Levelnom1: </p>
<hr />
<div>= Commander, the Fish Variant =<br />
<br />
"A good Commander prefers strength in numbers and tactics opposed to pure physical strength,"-A successful Commander.<br />
<br />
=== Commander ===<br />
<br />
A person to look up to, a person of order, a person who dedicates their lives to the service, a commander has been called all these things and more, but that just scratches the surface of the truth. Being a commander really means always being ready for the unexpected, having to deal with failures and loss in battle and war while maintaining composure, and always following the chain of command. You have embodied these traits to heart through your service with the military even if you have since moved on. Other commander's have known to a one point held power in places besides the military, like the head of a household or clan, or the head of an organization or guild.<br />
<br />
=== Creating a Commander ===<br />
Why did you decide to become an adventurer? Did you get bored of being a soldier, get demoted for some reason, get transferred and leave instead or some other reason? What parts of being in the military have stuck to you, or are you not from the military and instead got experience being a leader elsewhere? What do you want to accomplish now?<br />
<br />
;Quick Build<br />
You can make a Commander quickly by following these suggestions. First, {{5a|Cha}} should be your highest ability score, followed by {{5a|con}} or {{5a|dex}}. Next, choose the [[Soldier (5e Background)|soldier]] background.<br />
<br />
{{5e Class Features<br />
|name=Commander<br />
|summary=Legendary commanders, and masters of battle.<br />
|hd=8<br />
|armor=Light Armor, medium armor, and shield<br />
|weapons=Simple Weapons<br />
|tools=One of your choice<br />
|saves={{5a|Wis}}, {{5a|Cha}}<br />
|skills=Choose three skills from {{5s|athletics}}, {{5s|animal Handling}} {{5s|deception}}, {{5s|history}}, {{5s|insight}}, {{5s|intimidation}}, {{5s|investigation}}, {{5s|nature}}, {{5s|perception}}, {{5s|persuasion}}, and {{5s|religion}}<br />
|item1a=A {{5e|Light crossbow}} with 20 bolts<br />
|item1b=any simple weapon<br />
|item2a={{5e|leather}}<br />
|item2b={{5e|Scale}} armor.<br />
|item4a=a {{5e|equipment packs|diplomat's pack}}<br />
|item4b=an {{5e|equipment packs|explorer's pack}}.<br />
|item5a=A toolset of your choice.<br />
|item5b=<br />
|wealth=5d4 x 10gp<br />
|classfeatures1={{inpage|Battle Commands}}, {{inpage|Commander's Inspiration}}<br />
|classfeatures2={{inpage|Helping Hand}}, {{inpage|Leadership Role}}<br />
|classfeatures3={{inpage|No Sick Days}}, {{inpage|Sacred Oath}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Lead by Example}}, {{inpage|Font of Inspiration}}<br />
|classfeatures6={{inpage|Leadership Role Improvement}}<br />
|classfeatures7=[[#Sacred Oaths|Sacred Oath Feature]]<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Dampen Friendly Fire}}, {{inpage|Supervise}}<br />
|classfeatures10={{inpage|Natural Leader}}<br />
|classfeatures11={{inpage|Improved Lead by Example}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Troop's Training}}<br />
|classfeatures14={{inpage|Hit the Weak Spot!}}<br />
|classfeatures15=[[#Sacred Oaths|Sacred Oath Feature]]<br />
|classfeatures16=<br />
|classfeatures17={{inpage|With Me, You will Live}} <br />
|classfeatures18={{inpage|Aura Improvement}}<br />
|classfeatures19=<br />
|classfeatures20=[[#Sacred Oaths|Sacred Oath Feature]]<br />
<br />
|extrasonright=1<br />
|extra1_name=Commander's Inspiration Die<br />
|extra1_1=1d6<br />
|extra1_2=1d6<br />
|extra1_3=1d6<br />
|extra1_4=1d6<br />
|extra1_5=1d8<br />
|extra1_6=1d8<br />
|extra1_7=1d8<br />
|extra1_8=1d8<br />
|extra1_9=1d8<br />
|extra1_10=1d10<br />
|extra1_11=1d10<br />
|extra1_12=1d10<br />
|extra1_13=1d10<br />
|extra1_14=1d10<br />
|extra1_15=1d12<br />
|extra1_16=1d12<br />
|extra1_17=1d12<br />
|extra1_18=1d12<br />
|extra1_19=1d12<br />
|extra1_20=1d12<br />
}}<br />
<br />
=== Battle Commands ===<br />
At 1st level, you give a motivating speech to your troops. As a bonus action, you can issue a battle command from below. The battle command effects all allied creatures within 30 ft of you. The battle command remains active until the start of your next turn. You cannot have more than one battle command active at the same time.<br />
<br />
:''Charge!'' All allied creatures can use their bonus action to take the dash action. This movement must end nearer to the enemy.<br />
:''Reformation'' All allied creatures gain the disengage action when they take the dash action.<br />
:''Attack!'' All allied creatures gain +1 to their attack rolls and damage rolls when only targeting a creature that you have chosen within 60 ft of you.<br />
:''Be Quiet'' All allied creatures gain +3 to their stealth checks.<br />
:''Commander's Challenge'' All allied creature's ac is increased by 2 while your ac is decreased by 5. All hostile creatures is aware of this effect.<br />
<br />
=== Commander's Inspiration ===<br />
At 1st level, you can inspire others through giving tactical commands, shouting mottos and battle cries, or by recalling tales of heroism. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Commander's Inspiration die, a d6. <br />
<br />
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Commander's Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Commander's Inspiration die is rolled, it is lost. A creature can have only one Bardic or Commander's Inspiration die at a time. <br />
<br />
You can use this feature a number of times equal to your {{5a|cha}} modifier (a minimum of once). You regain any expended uses when you finish a long rest. <br />
<br />
=== Leadership Role ===<br />
At 2nd level, there is multiple ways to lead your Troops. Choose one from below:<br />
<br />
==== Battle Cry ====<br />
In battle, your mere presence can inspire everyone. Any creature with or had your Commander's Inspiration die is your Troop.<br />
<br />
As a bonus action, you can expend one use of your Commander's Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of Troops you can see and that can see you within 60 feet of you. Choose one of the battle cries below as an effect that they gain.<br />
<br />
:''Charge!'' All Troops can move twice their movement. <br />
:''Hold Strong!'' All Troops regain 1d8 hit points.<br />
<br />
The dice increases when you reach certain levels in this class, increasing to 2d8 at 5th level, 2d8 at 10th level, and 4d8 at 15th level.<br />
:''No Fear!'' All Troops make a saving throw to resist {{5c|charmed}} or {{5c|frightened}}. If they pass, they gain temporary hit points equal to two rolls of your commander's inspiration.<br />
:''Reposition!'' All Troops gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.<br />
<br />
The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level.<br />
:''Defend!'' All Troops can use their reaction to take the dodge action.<br />
<br />
==== Moral Banner ====<br />
Through a piece of fabric, creatures flock to your cause. As a bonus action, you can magically summon an incorporeal banner to a point you can see within 60 feet of you. The banner creates an aura in a 30-foot radius around that point. As a bonus action, you can teleport the banner up to 60 feet to a point you can see.<br />
<br />
Any ally creature in the banner's aura becomes your Troop or been in the banner's aura within the last long rest is your Troop.<br />
<br />
The banner persists for 1 minute. Once you use this feature, you can’t use it again until you finish a short or long rest.<br />
<br />
The effect of the banner's aura depends on the type of banner you summon from the options below.<br />
<br />
:''Bear Banner.'' The bear banner grants you and your Troops its might and endurance. Each creature of your choice in the aura when the banner appears gains temporary hit points equal to 5 + your commander level. In addition, you and your Troops gain advantage on Strength checks and Strength saving throws while in the aura.<br />
<br />
:''Hawk Banner.'' The hawk banner is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the banner's aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your Troops have advantage on Wisdom (Perception) checks while in the aura.<br />
<br />
:''Unicorn Banner.'' The unicorn banner lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the banner's aura. In addition, if a Troop cast a spell using a spell slot that restores hit points to Troop inside or outside the aura, each Troop of your choice in the aura also regains hit points equal to your commander level.<br />
<br />
==== Voice of Reason ====<br />
Among the chaos of the world and combat, your voice brings calm and respect from your Troops. When you make a speech that last at least 1 minute, choose up to your charisma modifier of willing creatures that hear or see your speak (you may include yourself). They have become your Troops for the purpose of your Commander features.<br />
<br />
While you can make a speech unlimited number of times, you can only have up to your charisma modifier of Troops at time. You cannot make a Troop out of creature that is already a Troop to someone else or have been a Troop since their last long rest. A creature is your Troop until they complete a long rest.<br />
<br />
Additionally, each of your Troop's gain temporary hit points equal to your level in Commander. As long as they have temporary hit points (from any source), they are immune to frighten and charm effects.<br />
<br />
=== Rebellion ===<br />
At any time, you can mark any of your Troops as a Rebellion. A Rebellion no longer a Troop for the purpose of your features.<br />
<br />
=== Helping Hand ===<br />
At 2nd level, you help your Troops in battle directly. You can use the Help action as a bonus action. Additionally, when you use the Help action to aid a Troop in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.<br />
<br />
=== No Sick Days ===<br />
At 3rd level, you cannot afford to take any days off. You are immune to disease.<br />
<br />
=== Sacred Oath ===<br />
When you reach 3rd level, you swear the oath that binds you as a commander forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include the Channel Divinity feature.<br />
<br />
==== Channel Divinity ====<br />
Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.<br />
<br />
When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.<br />
<br />
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals to 8 + your charisma modifier + your proficiency modifier.<br />
<br />
=== Ability Score Improvement ===<br />
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.<br />
<br />
=== Lead by Example ===<br />
At 5th level, you lead others into combat. When you take an attack action, choose one of your Troops within 120 ft of you. They make one free weapon attack.<br />
<br />
=== Font of Inspiration ===<br />
At 5th level, your commander's Inspiration is restored after a short or long rest.<br />
<br />
=== Improved Leadership Role ===<br />
At 6th level, you become better at leading others. You gain one of the features below depending on your leadership role.<br />
<br />
==== Battle Cry: Aura of Protection ====<br />
Whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br />
<br />
At 18th level, the range of this aura increases to 30 feet.<br />
<br />
==== Moral Banner Improvement ====<br />
You can summon your banner twice per short or long rest.<br />
<br />
==== Voice of Reason Improvement ====<br />
All of your Troops can the temporary hit points once per short or long rest. Additionally, when they have temporary hit points in any way, they gain immunity to poisoned and deafened conditions.<br />
<br />
=== Improved Rebellion ===<br />
You know the location of any creature marked as a rebellion up to 1 mile away. You and your Troops have advantage to hit a rebellion creature. All rebellion creatures have advantage to hit you or your Troops.<br />
<br />
=== Dampen Friendly Fire ===<br />
At 9th level, you prevent your troops from hurting each other. All of your Troops take half damage dealt by your own Troops. Regardless of spell and effects, Troops have disadvantage to hit other Troops and have advantage to all saving throws caused by other Troops.<br />
<br />
=== Supervise ===<br />
At 9th level, under your leadership, your Troops will always succeed. When you use an help action on an ability check that you have proficiency in, they can treat a d20 roll of 9 or lower as a 10.<br />
<br />
=== Natural Leader ===<br />
At 10th level, your experience as a leader has allowed you become fast friend with other or limit your enemy's actions. As an action, you can make a Charisma (Persuasion) check contested by a creature’s Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.<br />
<br />
If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can’t make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.<br />
<br />
If you succeed on the check and the creature isn’t hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.<br />
<br />
=== Improved Lead by Example ===<br />
At 11th level, your leadership through example bore fruits. When a Troop makes an attack from Lead by Example, it deals an extra 1d8 radiant damage.<br />
<br />
=== Troop's Training ===<br />
Starting at 13th level, you train your Troops to be deadlier in combat. All of your Troops deal an extra 1 damage.<br />
<br />
=== Hit the Weak Spot! ===<br />
At 14th level, you attacks show your Troops where to hit. If you deal weapon damage to a creature on your turn, you can curse that creature until the start of your next turn. The next time one of your Troops hits the cursed creature with an attack, the target also takes 2d6 psychic damage, and the curse ends. You can curse a creature in this way only once per turn.<br />
<br />
=== With Me, You will Live ===<br />
At 17th level, you push your Troops survival rate to the max. At the start of each of the Troop's turn, they regain 1 hit points if they have no more than half of their hit points left. They don’t gain this benefit if they have 0 hit points.<br />
<br />
== Optional Features ==<br />
<br />
=== Infuse Items ===<br />
Replaces Battle Commands<br />
<br />
At 1st level, you prefer to use simpler and safer methods help your Troops. You gain one infused item from artificer class. This infused item can be only used by your Troops.<br />
<br />
Whenever you gain a level, you can change your infused item.<br />
<br />
=== Infuse Items ===<br />
Replace Natural Leader<br />
<br />
At 10th level, you prefer to use simpler and safer methods help your Troops. You gain one infused item from artificer class. This infused item can be only used by your Troops.<br />
<br />
If you already have infuse Items from this class, this feature grants two more items to infuse.<br />
<br />
Whenever you gain a level, you can change your infused item.<br />
<br />
=== Infuse Items ===<br />
Replace Hit the Weak Spot!<br />
<br />
At 14th level, you prefer to use simpler and safer methods help your Troops. You gain one infused item from artificer class. This infused item can be only used by your Troops.<br />
<br />
If you already have infuse Items from this class, this feature grants two more items to infuse.<br />
<br />
Whenever you gain a level, you can change your infused item.<br />
<br />
=== Infuse Items ===<br />
Replace With Me, You will Live<br />
<br />
At 17th level, you prefer to use simpler and safer methods help your Troops. You gain one infused item from artificer class. This infused item can be only used by your Troops.<br />
<br />
If you already have infuse Items from this class, this feature grants two more items to infuse.<br />
<br />
Whenever you gain a level, you can change your infused item.<br />
<br />
=Divine Oaths=<br />
You can take a divine oath from paladin class or one from below.<br />
<br />
== Oath of Apothecary ==<br />
"Once a pound a time, there was a young Apothecary named Iris. She was in an adventuring party with a giant construct and a child. From the beginning, the adventuring party called Iris their commander."<br />
<br />
==== Tenets of the Apothecary ====<br />
The tenets of the Oath of the Apothecary have carefully chosen to reflect Iris' great work. This oath emphasizes the principles of love ones above any concerns of good or evil. Its four central principles are simple.<br />
<br />
Protect Your Love Ones: Above all, protect your love ones regardless the cost.<br />
<br />
Let Nature Bloom: Take care of the plants and they will return the favor.<br />
<br />
Potions for All: Experiment, craft, and learn potions to save your love ones.<br />
<br />
Slay the Heretic: Hunt down every shambling mound. They have rebelled against the gods.<br />
<br />
=== Budding ===<br />
"Iris was part plant and part humanoid. As honor to the great Apothecary, we grow plants on ourself"<br />
<br />
You have plants growing from you, making you slightly part plant. Pick one from below<br />
{| class="wikitable"<br />
|+Budding Appearance<br />
|-<br />
! 1d6 !! Effect |<br />
|-<br />
| 1 || Leaves and buds grow on your head to create a crown <br />
|-<br />
| 2 || Vines and buds grow around your arm in an exotic fashion design <br />
|-<br />
| 3 || Leaves and buds grow among your hair, as if it was always been there <br />
|-<br />
| 4 || Vines and buds form an accessory like a belt, necklaces, or bracelet <br />
|-<br />
| 5 || Vines, leaves, and buds grow around your feet to create a boot <br />
|-<br />
| 6 || Vines, leaves, and buds create a natural but fashionable clothing <br />
|}<br />
<br />
=== Tool Proficiency ===<br />
"She was one of the most talented Apothecary of her time."<br />
<br />
At 3rd level, you gain proficiency in herbalism and alchemist<br />
<br />
=== Channel Divinity: Potion crafting ===<br />
"While her companions rest during the night, Iris stayed up late to craft potions to help her friends in the coming battle."<br />
<br />
At 3rd level, you can use your channel divinity to create potions from nature. As an action, you can make any common potion after spending 10 gd pieces. You must have alchemist or herbalism kit to craft potions.<br />
<br />
At 7th level, you can craft uncommon potion for 50 gd. At 15th level, you can rare potion for 100 gd.<br />
<br />
=== Channel Divinity: Bloom ===<br />
"Plants counted Iris as one of their own. It is said that even the most stubborn plant bloom in her care."<br />
<br />
At 3rd level, you can your channel divinity to bloom your budding flowers. As an action, all of the buds on you bloom into a flower and release a strong smell. Every plan within 30 feet of you that can smell you must make a Wisdom saving throw. On a failed save, the creature is charmed for 1 minute or until it takes damage.<br />
<br />
While charmed this way, the plant is friendly to you and your Troops. You and your Troops can communicate with charmed plants as if they are under the effects of Speak with Plants spell.<br />
<br />
=== Potion Thrower ===<br />
"Like all Apothecary adventurers, Iris primary used potions to fend off great evil foes."<br />
<br />
At 7th level, you can throw potions without loosing its effectiveness. As an action, you throw a potion. It uses strength to hit and has a range of 30/90 ft. If the target is a willing Troop, it automatically hits.<br />
<br />
=== Thorn Armor ===<br />
"On that dark day, a shambling mound went wild and attacked Iris and her friends. The Apothecary try her best to save her friends."<br />
<br />
At 15th level, your gift of plants is spread to your allies. As an action, every Troop within 30 ft of you has thorny vines grow around them. They gain temporary hit points equal to your charisma modifier. Until an hour past or all temporary hit points is used up, any melee attack takes your charisma modifier of magical piercing or poison damage.<br />
<br />
You can use this feature once per short or long rest.<br />
<br />
=== Iris Rose Bush ===<br />
"Iris sacrifice herself to save her friends from the shambling mound. The gods saw her great deeds. They caused a rose bush to grow from her corpse as a memorial of her heroic death."<br />
<br />
At 20th level, you plant seeds in your Troops just in case the worst happens.<br />
<br />
Whenever you or your Troops die, an Iris rose bush grows from their body. It has the same ingigitive as the dead creature and attacks anything hostile to it.<br />
<br />
As long as the rose bush is alive, the corpse is perfectly preserved as if it just died. Additionally, the corpse is immune to all magic except spells to revive the corpse. Once the corpse is revived or removed, the rose bush withers away.<br />
<br />
<br />
== Oath of Pirate Captain ==<br />
"Legend says that a leonin pirate captain has the fate to choose to save the world or doom it to destruction."<br />
<br />
==== Tenets of Pirate Captain ====<br />
<br />
Freedom can be a selfless virtue or a selfish want. For paladins who swear the Oath of the Pirate Captain, freedom is the highest calling, and a gift to be granted to all.<br />
<br />
No Greater Life than a Life Lived Free. One should be free to chart their own path without oppression. Those who would exert their power to dominate others shall be smote.<br />
<br />
Protect the Crew. Your crew is the most important thing to a captain. Lead them to victory or failure. As long as they stay alive, there is always another chance<br />
<br />
Explore the Uncharted. The world is filled with mystery. Through the pursuit of enigmatic ends, one can uncover those who hide their foul deeds, and find the path to becoming something great.<br />
<br />
Loyalty. Stay true to those who are loyal to you.<br />
Reward loyalty with glory and treasure.<br />
Traitors deserve ruthless judgment.<br />
<br />
=== Channel Divinity: Raid ===<br />
"It is said that the pirate captain used to go on raids with her father, whom was also a pirate captain."<br />
<br />
At 3rd level, you use your channel divinity to cause your crew to be ready for a raid. As an action, all Troops within 30 ft of you gain the following for 1 hour:<br />
<br />
* Increase movement speed by 5 ft<br />
* Increase jump distance by 5 ft<br />
* Gain swimming speed equal to walking speed<br />
* Advantage to saving throws against cannons<br />
<br />
=== Channel Divinity: Plunder ===<br />
"Right before she became captain, she plundered entire castle without killing a single soul."<br />
<br />
At 3rd level, you use your channel divinity to cause your crew to be ready for a raid. As an action, all Troops within 30 ft of you gain the following for 1 hour:<br />
<br />
* Advantage to stealth<br />
* Advantage to sleight of hand<br />
* Advantage to thieves' tools<br />
<br />
=== Aura of Liberation ===<br />
"The legendary pirate captain will roam the seas, unhindered by wizards, cultist, fey, and daemons."<br />
<br />
Starting at 7th level, you fill nearby creatures with the energy of movement. While you’re not incapacitated, you and creatures of your choice within 10 feet of you cannot be grappled or restrained, and ignore penalties on movement and attacks while underwater. Creatures that are already grappled or restrained when they enter the aura can spend 5 feet of movement to automatically escape unless they are bound by magic restraints.<br />
<br />
When you reach 18th level in this class, the aura affects creatures within 30 feet of you.<br />
<br />
=== Rebuke of the Captain ===<br />
"While hard to anger, this captain will seek vengeance against anyone whom dare to take another life away from her."<br />
<br />
At 15th level, you can cast silvery Mockery without any spell slots. You must apply the advantage to one of your Troops to cast this spell.<br />
<br />
You can use this feature up to your charisma modifier per short or long rest.<br />
<br />
=== Grand Captain ===<br />
"At the final battle to determine the fate of the world, the leonin pirate captain will play a critical role that tips the results of battle to her favor."<br />
<br />
At 20th level, you are a living avatar of the high seas. As a bonus action on your turn, you can transform, becoming as terrible as a storm for 1 minute. While transformed you gain the benefits below:<br />
<br />
* You are immune to cold, lightning, and thunder damage.<br />
* You can cast command at 1st-level as a bonus action on each of your turns without expending a spell slot.<br />
* Whenever you hit a Huge or smaller creature with a melee attack, it must succeed on a Strength saving throw against your channel divinity save DC or be knocked prone.<br />
<br />
Once you use this feature, you must complete a long rest before you can use it again<br />
<br />
== Oath of Legionnaire ==<br />
"There is a mighty legionnaire leonin that survived unbelievable odds... and constantly hungers for bone marrow"<br />
<br />
==== Tenets of Legionnaire ====<br />
Though the exact words and strictures of the Oath of Legionnaire vary, paladins of this oath share these tenets.<br />
<br />
Duty. You never stand down as long there is someone to protect<br />
<br />
Sturdy. You have to stay strong to serve as the anchor for everyone else around you<br />
<br />
Repentance. I protect others since I failed to protection someone important in my past.<br />
<br />
Fisherman. Fishing is a great hobby and survival skill<br />
<br />
=== Guard ===<br />
"Her body cannot easily be slayed by normal means."<br />
<br />
At 3rd level, you can block attacks easier than most. When wearing armor that you are proficient in, your ac is increased by 1.<br />
<br />
Your ac is increased by an addition 1 at 7th, 15th, and 20th levels.<br />
<br />
=== Channel Divinity: Combat Stances ===<br />
"She stand strong in front of many fearsome monsters."<br />
<br />
At 3rd, you use your channel divinity to pull knowledge from many generations of Legionnaires. As a bonus action, choose one stand from below. Your stance last for 1 minute.<br />
<br />
;Sentinel Stance<br />
While in this stance, you gain a bonus to attack rolls equal to half of your proficiency bonus. In addition, you may make a melee weapon attack as a bonus action.<br />
<br />
;Phalanx Stance<br />
While in this stance, you gain a bonus to Armor Class equal to half of your proficiency bonus. In addition, all allies within 5 feet of you gain half cover.<br />
<br />
;Berserker Stance<br />
While in this stance, you gain a bonus to damage rolls equal to half of your proficiency bonus. In addition, you score a critical hit on a 19 or 20.<br />
<br />
=== Channel Divinity: Talent ===<br />
"The pirate leonin was talented in many things, like fishing."<br />
<br />
As an action, you use your channel divinity to gain a feat for 1 hour.<br />
<br />
Additionally, you have advantage to all rolls to do fishing for 1 hour.<br />
<br />
=== Endurance ===<br />
"She can take more blows than mortal can."<br />
<br />
At 7th level, your maximum hit points is increased by 5 + your Constitution modifier.<br />
<br />
At 15th and 20th, you gain this benefit again.<br />
<br />
=== Defender ===<br />
"As the pirate crew begin to loose trust in their captain, the leonin stand strong among the chaos."<br />
At 15th level, your ac and all saving throws is increased by 2.<br />
<br />
At 20th level, your ac and all saving throws is increased another 2.<br />
<br />
=== Body of a God ===<br />
"With her never wavering bravery, the pirate captain stepped down and grant the legionnaire the command of the crew."<br />
<br />
At 20th level, your body is better than a god. The maximum constitution is increased to 30 and your constitution score is increased by 2.<br />
<br />
= Multiclassing =<br />
'''Prerequisites.''' To qualify for multiclassing into the General class, you must meet these prerequisites: {{5a|Cha}} 13<br />
<br />
'''Proficiencies.''' When you multiclass into the General class, you gain the following proficiencies: simple weapons, light armor, medium armor, and shield<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Bard Tag]]</div>Levelnom1https://www.dandwiki.com/w/index.php?title=Commander,_the_Fish_Variant_(5e_Class)&diff=1820038Commander, the Fish Variant (5e Class)2024-03-12T12:32:29Z<p>Levelnom1: </p>
<hr />
<div>= Commander, the Fish Variant =<br />
<br />
"A good Commander prefers strength in numbers and tactics opposed to pure physical strength,"-A successful Commander.<br />
<br />
=== Commander ===<br />
<br />
A person to look up to, a person of order, a person who dedicates their lives to the service, a commander has been called all these things and more, but that just scratches the surface of the truth. Being a commander really means always being ready for the unexpected, having to deal with failures and loss in battle and war while maintaining composure, and always following the chain of command. You have embodied these traits to heart through your service with the military even if you have since moved on. Other commander's have known to a one point held power in places besides the military, like the head of a household or clan, or the head of an organization or guild.<br />
<br />
=== Creating a Commander ===<br />
Why did you decide to become an adventurer? Did you get bored of being a soldier, get demoted for some reason, get transferred and leave instead or some other reason? What parts of being in the military have stuck to you, or are you not from the military and instead got experience being a leader elsewhere? What do you want to accomplish now?<br />
<br />
;Quick Build<br />
You can make a Commander quickly by following these suggestions. First, {{5a|Cha}} should be your highest ability score, followed by {{5a|con}} or {{5a|dex}}. Next, choose the [[Soldier (5e Background)|soldier]] background.<br />
<br />
{{5e Class Features<br />
|name=Commander<br />
|summary=Legendary commanders, and masters of battle.<br />
|hd=8<br />
|armor=Light Armor, medium armor, and shield<br />
|weapons=Simple Weapons<br />
|tools=One of your choice<br />
|saves={{5a|Wis}}, {{5a|Cha}}<br />
|skills=Choose three skills from {{5s|athletics}}, {{5s|animal Handling}} {{5s|deception}}, {{5s|history}}, {{5s|insight}}, {{5s|intimidation}}, {{5s|investigation}}, {{5s|nature}}, {{5s|perception}}, {{5s|persuasion}}, and {{5s|religion}}<br />
|item1a=A {{5e|Light crossbow}} with 20 bolts<br />
|item1b=any simple weapon<br />
|item2a={{5e|leather}}<br />
|item2b={{5e|Scale}} armor.<br />
|item4a=a {{5e|equipment packs|diplomat's pack}}<br />
|item4b=an {{5e|equipment packs|explorer's pack}}.<br />
|item5a=A toolset of your choice.<br />
|item5b=<br />
|wealth=5d4 x 10gp<br />
|classfeatures1={{inpage|Rally the Troops}}, {{inpage|Commander's Inspiration}}<br />
|classfeatures2={{inpage|Helping Hand}}, {{inpage|Battle Cry}}<br />
|classfeatures3={{inpage|No Sick Days}}, {{inpage|Sacred Oath}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Lead by Example}}, {{inpage|Font of Inspiration}}<br />
|classfeatures6={{inpage|Aura of Protection}}<br />
|classfeatures7=[[#Sacred Oaths|Sacred Oath Feature]]<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Dampen Friendly Fire}}<br />
|classfeatures10={{inpage|Natural Leader}}<br />
|classfeatures11={{inpage|Improved Lead by Example}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Emergency Reposition}}<br />
|classfeatures14={{inpage|Troop's Training}}<br />
|classfeatures15=[[#Sacred Oaths|Sacred Oath Feature]]<br />
|classfeatures16=<br />
|classfeatures17={{inpage|With Me, You will Live}} <br />
|classfeatures18={{inpage|Aura Improvement}}<br />
|classfeatures19=<br />
|classfeatures20=[[#Sacred Oaths|Sacred Oath Feature]]<br />
<br />
|extrasonright=1<br />
|extra1_name=Commander's Inspiration Die<br />
|extra1_1=1d6<br />
|extra1_2=1d6<br />
|extra1_3=1d6<br />
|extra1_4=1d6<br />
|extra1_5=1d8<br />
|extra1_6=1d8<br />
|extra1_7=1d8<br />
|extra1_8=1d8<br />
|extra1_9=1d8<br />
|extra1_10=1d10<br />
|extra1_11=1d10<br />
|extra1_12=1d10<br />
|extra1_13=1d10<br />
|extra1_14=1d10<br />
|extra1_15=1d12<br />
|extra1_16=1d12<br />
|extra1_17=1d12<br />
|extra1_18=1d12<br />
|extra1_19=1d12<br />
|extra1_20=1d12<br />
}}<br />
<br />
=== Rally the Troops ===<br />
At 1st level, you give a motivating speech to your troops. When you make a speech that last at least 1 minute, choose up to your charisma modifier of willing creatures that hear or see your speak (you may include yourself). They have become your Troops for the purpose of your Commander features.<br />
<br />
While you can make a speech unlimited number of times, you can only have up to your charisma modifier of Troops at time. You cannot make a Troop out of creature that is already a Troop to someone else or have been a Troop since their last long rest. A creature is your Troop until they complete a long rest.<br />
<br />
Additionally, each of your Troop's gain temporary hit points equal to your level in Commander.<br />
<br />
==== Rebellion ====<br />
At any time, you can mark any of your Troops as a Rebellion. A Rebellion no longer a Troop for the purpose of your features.<br />
<br />
=== Commander's Inspiration ===<br />
At 1st level, you can inspire others through giving tactical commands, shouting mottos and battle cries, or by recalling tales of heroism. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Commander's Inspiration die, a d6. <br />
<br />
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Commander's Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Commander's Inspiration die is rolled, it is lost. A creature can have only one Bardic or Commander's Inspiration die at a time. <br />
<br />
You can use this feature a number of times equal to your {{5a|cha}} modifier (a minimum of once). You regain any expended uses when you finish a long rest. <br />
<br />
=== Helping Hand ===<br />
At 2nd level, you help your Troops in battle directly. You can use the Help action as a bonus action. Additionally, when you use the Help action to aid a Troop in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.<br />
<br />
=== Battle Cry ===<br />
At 2nd level, in battle, your mere presence can inspire everyone. Starting at 2nd level, you gain access to a number of Battle Cries. In total, you know an amount of Battle Cries equal to your proficiency bonus. Whenever you gain a level in this class, you may swap one of your known Battle Cries for another.<br />
<br />
As a bonus action, you can expend one use of your Commander's Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of Troops you can see and that can see you within 60 feet of you. Choose one of the battle cries below as an effect that they gain.<br />
<br />
==== Battle Cries ====<br />
:''Charge!'' All Troops can move twice their movement. <br />
:''Hold Strong!'' All Troops regain 1d8 hit points.<br />
<br />
The dice increases when you reach certain levels in this class, increasing to 2d8 at 5th level, 2d8 at 10th level, and 4d8 at 15th level.<br />
:''No Fear!'' All Troops make a saving throw to resist {{5c|charmed}} or {{5c|frightened}}. If they pass, they gain temporary hit points equal to two rolls of your commander's inspiration.<br />
:''Reposition!'' All Troops gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.<br />
<br />
The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level.<br />
:''Defend!'' All Troops can use their reaction to take the dodge action.<br />
<br />
=== No Sick Days ===<br />
At 3rd level, you cannot afford to take any days off. You are immune to disease.<br />
<br />
=== Sacred Oath ===<br />
When you reach 3rd level, you swear the oath that binds you as a commander forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include the Channel Divinity feature.<br />
<br />
==== Channel Divinity ====<br />
Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.<br />
<br />
When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.<br />
<br />
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals to 8 + your charisma modifier + your proficiency modifier.<br />
<br />
=== Ability Score Improvement ===<br />
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.<br />
<br />
=== Lead by Example ===<br />
At 5th level, you lead others into combat. When you take an attack action, choose one of your Troops within 120 ft of you. They make one free weapon attack.<br />
<br />
=== Font of Inspiration ===<br />
At 5th level, your commander's Inspiration is restored after a short or long rest.<br />
<br />
=== Aura of Protection ===<br />
Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br />
<br />
At 18th level, the range of this aura increases to 30 feet.<br />
<br />
=== Dampen Friendly Fire ===<br />
At 9th level, you prevent your troops from hurting each other. All of your Troops take half damage dealt by your own Troops. Regardless of spell and effects, Troops have disadvantage to hit other Troops and have advantage to all saving throws caused by other Troops.<br />
<br />
=== Natural Leader ===<br />
At 10th level, your experience as a leader has allowed you become fast friend with other or limit your enemy's actions. As an action, you can make a Charisma (Persuasion) check contested by a creature’s Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.<br />
<br />
If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can’t make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.<br />
<br />
If you succeed on the check and the creature isn’t hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.<br />
<br />
=== Improved Lead by Example ===<br />
At 11th level, your leadership through example bore fruits. When a Troop makes an attack from Lead by Example, it deals an extra 1d8 radiant damage.<br />
<br />
=== Emergency Reposition ===<br />
At 13th level, you are reposition your Troops for a better outcome. As an action, you can teleport yourself and any number of Troops that you can see within 30 feet of you. You all vanish and then reappear up to 1 mile away outside of a fort, tower, or castle. Each of you appearing in an unoccupied space within 30 feet of the others.<br />
<br />
Once you use this feature, you can’t use it again until you finish a short or long rest.<br />
<br />
=== Troop's Training ===<br />
Starting at 14th level, you train your Troops to be deadlier in combat. All of your Troops deal an extra 1 damage.<br />
<br />
=== With Me, You will Live ===<br />
At 17th level, you push your Troops survival rate to the max. At the start of each of the Troop's turn, they regain 1 hit points if they have no more than half of their hit points left. They don’t gain this benefit if they have 0 hit points.<br />
<br />
== Optional Features ==<br />
<br />
=== Infuse Items ===<br />
Replaces Battle Cry<br />
<br />
At 2nd level, you prefer to use simpler and safer methods help your Troops. You gain one infused item from artificer class. This infused item can be only used by your Troops.<br />
<br />
Whenever you gain a level, you can change your infused item.<br />
<br />
=== Infuse Items ===<br />
Replace Natural Leader<br />
<br />
At 10th level, you prefer to use simpler and safer methods help your Troops. You gain one infused item from artificer class. This infused item can be only used by your Troops.<br />
<br />
If you already have infuse Items from this class, this feature grants two more items to infuse.<br />
<br />
Whenever you gain a level, you can change your infused item.<br />
<br />
=== Infuse Items ===<br />
Replace Emergency Reposition<br />
<br />
At 13th level, you prefer to use simpler and safer methods help your Troops. You gain one infused item from artificer class. This infused item can be only used by your Troops.<br />
<br />
If you already have infuse Items from this class, this feature grants two more items to infuse.<br />
<br />
Whenever you gain a level, you can change your infused item.<br />
<br />
=== Infuse Items ===<br />
Replace With Me, You will Live<br />
<br />
At 17th level, you prefer to use simpler and safer methods help your Troops. You gain one infused item from artificer class. This infused item can be only used by your Troops.<br />
<br />
If you already have infuse Items from this class, this feature grants two more items to infuse.<br />
<br />
Whenever you gain a level, you can change your infused item.<br />
<br />
=Divine Oaths=<br />
You can take a divine oath from paladin class or one from below.<br />
<br />
== Oath of Apothecary ==<br />
"Once a pound a time, there was a young Apothecary named Iris. She was in an adventuring party with a giant construct and a child. From the beginning, the adventuring party called Iris their commander."<br />
<br />
==== Tenets of the Apothecary ====<br />
The tenets of the Oath of the Apothecary have carefully chosen to reflect Iris' great work. This oath emphasizes the principles of love ones above any concerns of good or evil. Its four central principles are simple.<br />
<br />
Protect Your Love Ones: Above all, protect your love ones regardless the cost.<br />
<br />
Let Nature Bloom: Take care of the plants and they will return the favor.<br />
<br />
Potions for All: Experiment, craft, and learn potions to save your love ones.<br />
<br />
Slay the Heretic: Hunt down every shambling mound. They have rebelled against the gods.<br />
<br />
=== Budding ===<br />
"Iris was part plant and part humanoid. As honor to the great Apothecary, we grow plants on ourself"<br />
<br />
You have plants growing from you, making you slightly part plant. Pick one from below<br />
{| class="wikitable"<br />
|+Budding Appearance<br />
|-<br />
! 1d6 !! Effect |<br />
|-<br />
| 1 || Leaves and buds grow on your head to create a crown <br />
|-<br />
| 2 || Vines and buds grow around your arm in an exotic fashion design <br />
|-<br />
| 3 || Leaves and buds grow among your hair, as if it was always been there <br />
|-<br />
| 4 || Vines and buds form an accessory like a belt, necklaces, or bracelet <br />
|-<br />
| 5 || Vines, leaves, and buds grow around your feet to create a boot <br />
|-<br />
| 6 || Vines, leaves, and buds create a natural but fashionable clothing <br />
|}<br />
<br />
=== Tool Proficiency ===<br />
"She was one of the most talented Apothecary of her time."<br />
<br />
At 3rd level, you gain proficiency in herbalism and alchemist<br />
<br />
=== Channel Divinity: Potion crafting ===<br />
"While her companions rest during the night, Iris stayed up late to craft potions to help her friends in the coming battle."<br />
<br />
At 3rd level, you can use your channel divinity to create potions from nature. As an action, you can make any common potion after spending 10 gd pieces. You must have alchemist or herbalism kit to craft potions.<br />
<br />
At 7th level, you can craft uncommon potion for 50 gd. At 15th level, you can rare potion for 100 gd.<br />
<br />
=== Channel Divinity: Bloom ===<br />
"Plants counted Iris as one of their own. It is said that even the most stubborn plant bloom in her care."<br />
<br />
At 3rd level, you can your channel divinity to bloom your budding flowers. As an action, all of the buds on you bloom into a flower and release a strong smell. Every plan within 30 feet of you that can smell you must make a Wisdom saving throw. On a failed save, the creature is charmed for 1 minute or until it takes damage.<br />
<br />
While charmed this way, the plant is friendly to you and your Troops. You and your Troops can communicate with charmed plants as if they are under the effects of Speak with Plants spell.<br />
<br />
=== Potion Thrower ===<br />
"Like all Apothecary adventurers, Iris primary used potions to fend off great evil foes."<br />
<br />
At 7th level, you can throw potions without loosing its effectiveness. As an action, you throw a potion. It uses strength to hit and has a range of 30/90 ft. If the target is a willing Troop, it automatically hits.<br />
<br />
=== Thorn Armor ===<br />
"On that dark day, a shambling mound went wild and attacked Iris and her friends. The Apothecary try her best to save her friends."<br />
<br />
At 15th level, your gift of plants is spread to your allies. As an action, every Troop within 30 ft of you has thorny vines grow around them. They gain temporary hit points equal to your charisma modifier. Until an hour past or all temporary hit points is used up, any melee attack takes your charisma modifier of magical piercing or poison damage.<br />
<br />
You can use this feature once per short or long rest.<br />
<br />
=== Iris Rose Bush ===<br />
"Iris sacrifice herself to save her friends from the shambling mound. The gods saw her great deeds. They caused a rose bush to grow from her corpse as a memorial of her heroic death."<br />
<br />
At 20th level, you plant seeds in your Troops just in case the worst happens.<br />
<br />
Whenever you or your Troops die, an Iris rose bush grows from their body. It has the same ingigitive as the dead creature and attacks anything hostile to it.<br />
<br />
As long as the rose bush is alive, the corpse is perfectly preserved as if it just died. Additionally, the corpse is immune to all magic except spells to revive the corpse. Once the corpse is revived or removed, the rose bush withers away.<br />
<br />
<br />
== Oath of Pirate Captain ==<br />
"Legend says that a leonin pirate captain has the fate to choose to save the world or doom it to destruction."<br />
<br />
==== Tenets of Pirate Captain ====<br />
<br />
Freedom can be a selfless virtue or a selfish want. For paladins who swear the Oath of the Pirate Captain, freedom is the highest calling, and a gift to be granted to all.<br />
<br />
No Greater Life than a Life Lived Free. One should be free to chart their own path without oppression. Those who would exert their power to dominate others shall be smote.<br />
<br />
Protect the Crew. Your crew is the most important thing to a captain. Lead them to victory or failure. As long as they stay alive, there is always another chance<br />
<br />
Explore the Uncharted. The world is filled with mystery. Through the pursuit of enigmatic ends, one can uncover those who hide their foul deeds, and find the path to becoming something great.<br />
<br />
Loyalty. Stay true to those who are loyal to you.<br />
Reward loyalty with glory and treasure.<br />
Traitors deserve ruthless judgment.<br />
<br />
=== Channel Divinity: Raid ===<br />
"It is said that the pirate captain used to go on raids with her father, whom was also a pirate captain."<br />
<br />
At 3rd level, you use your channel divinity to cause your crew to be ready for a raid. As an action, all Troops within 30 ft of you gain the following for 1 hour:<br />
<br />
* Increase movement speed by 5 ft<br />
* Increase jump distance by 5 ft<br />
* Gain swimming speed equal to walking speed<br />
* Advantage to saving throws against cannons<br />
<br />
=== Channel Divinity: Plunder ===<br />
"Right before she became captain, she plundered entire castle without killing a single soul."<br />
<br />
At 3rd level, you use your channel divinity to cause your crew to be ready for a raid. As an action, all Troops within 30 ft of you gain the following for 1 hour:<br />
<br />
* Advantage to stealth<br />
* Advantage to sleight of hand<br />
* Advantage to thieves' tools<br />
<br />
=== Aura of Liberation ===<br />
"The legendary pirate captain will roam the seas, unhindered by wizards, cultist, fey, and daemons."<br />
<br />
Starting at 7th level, you fill nearby creatures with the energy of movement. While you’re not incapacitated, you and creatures of your choice within 10 feet of you cannot be grappled or restrained, and ignore penalties on movement and attacks while underwater. Creatures that are already grappled or restrained when they enter the aura can spend 5 feet of movement to automatically escape unless they are bound by magic restraints.<br />
<br />
When you reach 18th level in this class, the aura affects creatures within 30 feet of you.<br />
<br />
=== Rebuke of the Captain ===<br />
"While hard to anger, this captain will seek vengeance against anyone whom dare to take another life away from her."<br />
<br />
At 15th level, you can cast silvery Mockery without any spell slots. You must apply the advantage to one of your Troops to cast this spell.<br />
<br />
You can use this feature up to your charisma modifier per short or long rest.<br />
<br />
=== Grand Captain ===<br />
"At the final battle to determine the fate of the world, the leonin pirate captain will play a critical role that tips the results of battle to her favor."<br />
<br />
At 20th level, you are a living avatar of the high seas. As a bonus action on your turn, you can transform, becoming as terrible as a storm for 1 minute. While transformed you gain the benefits below:<br />
<br />
* You are immune to cold, lightning, and thunder damage.<br />
* You can cast command at 1st-level as a bonus action on each of your turns without expending a spell slot.<br />
* Whenever you hit a Huge or smaller creature with a melee attack, it must succeed on a Strength saving throw against your channel divinity save DC or be knocked prone.<br />
<br />
Once you use this feature, you must complete a long rest before you can use it again<br />
<br />
== Oath of Legionnaire ==<br />
"There is a mighty legionnaire leonin that survived unbelievable odds... and constantly hungers for bone marrow"<br />
<br />
==== Tenets of Legionnaire ====<br />
Though the exact words and strictures of the Oath of Legionnaire vary, paladins of this oath share these tenets.<br />
<br />
Duty. You never stand down as long there is someone to protect<br />
<br />
Sturdy. You have to stay strong to serve as the anchor for everyone else around you<br />
<br />
Repentance. I protect others since I failed to protection someone important in my past.<br />
<br />
Fisherman. Fishing is a great hobby and survival skill<br />
<br />
=== Guard ===<br />
"Her body cannot easily be slayed by normal means."<br />
<br />
At 3rd level, you can block attacks easier than most. When wearing armor that you are proficient in, your ac is increased by 1.<br />
<br />
Your ac is increased by an addition 1 at 7th, 15th, and 20th levels.<br />
<br />
=== Channel Divinity: Combat Stances ===<br />
"She stand strong in front of many fearsome monsters."<br />
<br />
At 3rd, you use your channel divinity to pull knowledge from many generations of Legionnaires. As a bonus action, choose one stand from below. Your stance last for 1 minute.<br />
<br />
;Sentinel Stance<br />
While in this stance, you gain a bonus to attack rolls equal to half of your proficiency bonus. In addition, you may make a melee weapon attack as a bonus action.<br />
<br />
;Phalanx Stance<br />
While in this stance, you gain a bonus to Armor Class equal to half of your proficiency bonus. In addition, all allies within 5 feet of you gain half cover.<br />
<br />
;Berserker Stance<br />
While in this stance, you gain a bonus to damage rolls equal to half of your proficiency bonus. In addition, you score a critical hit on a 19 or 20.<br />
<br />
=== Channel Divinity: Talent ===<br />
"The pirate leonin was talented in many things, like fishing."<br />
<br />
As an action, you use your channel divinity to gain a feat for 1 hour.<br />
<br />
Additionally, you have advantage to all rolls to do fishing for 1 hour.<br />
<br />
=== Endurance ===<br />
"She can take more blows than mortal can."<br />
<br />
At 7th level, your maximum hit points is increased by 5 + your Constitution modifier.<br />
<br />
At 15th and 20th, you gain this benefit again.<br />
<br />
=== Defender ===<br />
"As the pirate crew begin to loose trust in their captain, the leonin stand strong among the chaos."<br />
At 15th level, your ac and all saving throws is increased by 2.<br />
<br />
At 20th level, your ac and all saving throws is increased another 2.<br />
<br />
=== Body of a God ===<br />
"With her never wavering bravery, the pirate captain stepped down and grant the legionnaire the command of the crew."<br />
<br />
At 20th level, your body is better than a god. The maximum constitution is increased to 30 and your constitution score is increased by 2.<br />
<br />
= Multiclassing =<br />
'''Prerequisites.''' To qualify for multiclassing into the General class, you must meet these prerequisites: {{5a|Cha}} 13<br />
<br />
'''Proficiencies.''' When you multiclass into the General class, you gain the following proficiencies: simple weapons, light armor, medium armor, and shield<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Bard Tag]]</div>Levelnom1https://www.dandwiki.com/w/index.php?title=Commander,_the_Fish_Variant_(5e_Class)&diff=1819940Commander, the Fish Variant (5e Class)2024-03-12T05:27:33Z<p>Levelnom1: Created page with "= Commander, the Fish Variant = "A good Commander prefers strength in numbers and tactics opposed to pure physical strength,"-A successful Commander. === Commander === A pe..."</p>
<hr />
<div>= Commander, the Fish Variant =<br />
<br />
"A good Commander prefers strength in numbers and tactics opposed to pure physical strength,"-A successful Commander.<br />
<br />
=== Commander ===<br />
<br />
A person to look up to, a person of order, a person who dedicates their lives to the service, a commander has been called all these things and more, but that just scratches the surface of the truth. Being a commander really means always being ready for the unexpected, having to deal with failures and loss in battle and war while maintaining composure, and always following the chain of command. You have embodied these traits to heart through your service with the military even if you have since moved on. Other commander's have known to a one point held power in places besides the military, like the head of a household or clan, or the head of an organization or guild.<br />
<br />
=== Creating a Commander ===<br />
Why did you decide to become an adventurer? Did you get bored of being a soldier, get demoted for some reason, get transferred and leave instead or some other reason? What parts of being in the military have stuck to you, or are you not from the military and instead got experience being a leader elsewhere? What do you want to accomplish now?<br />
<br />
;Quick Build<br />
You can make a Commander quickly by following these suggestions. First, {{5a|Cha}} should be your highest ability score, followed by {{5a|con}} or {{5a|dex}}. Next, choose the [[Soldier (5e Background)|soldier]] background.<br />
<br />
{{5e Class Features<br />
|name=Commander<br />
|summary=Legendary commanders, and masters of battle.<br />
|hd=8<br />
|armor=Light Armor, medium armor, and shield<br />
|weapons=Simple Weapons<br />
|tools=One of your choice<br />
|saves={{5a|Wis}}, {{5a|Cha}}<br />
|skills=Choose three skills from {{5s|athletics}}, {{5s|animal Handling}} {{5s|deception}}, {{5s|history}}, {{5s|insight}}, {{5s|intimidation}}, {{5s|investigation}}, {{5s|nature}}, {{5s|perception}}, {{5s|persuasion}}, and {{5s|religion}}<br />
|item1a=A {{5e|Light crossbow}} with 20 bolts<br />
|item1b=any simple weapon<br />
|item2a={{5e|leather}}<br />
|item2b={{5e|Scale}} armor.<br />
|item4a=a {{5e|equipment packs|diplomat's pack}}<br />
|item4b=an {{5e|equipment packs|explorer's pack}}.<br />
|item5a=A toolset of your choice.<br />
|item5b=<br />
|wealth=5d4 x 10gp<br />
|classfeatures1={{inpage|Rally the Troops}}, {{inpage|Commander's Inspiration}}<br />
|classfeatures2={{inpage|Helping Hand}}, {{inpage|Battle Cry}}<br />
|classfeatures3={{inpage|No Sick Days}}, {{inpage|Sacred Oath}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Lead by Example}}, {{inpage|Font of Inspiration}}<br />
|classfeatures6={{inpage|Aura of Protection}}<br />
|classfeatures7=[[#Sacred Oaths|Sacred Oath Feature]]<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Dampen Friendly Fire}}<br />
|classfeatures10={{inpage|Natural Leader}}<br />
|classfeatures11={{inpage|Improved Lead by Example}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Emergency Reposition}}<br />
|classfeatures14={{inpage|Aura of Courage}}<br />
|classfeatures15=[[#Sacred Oaths|Sacred Oath Feature]]<br />
|classfeatures16=<br />
|classfeatures17={{inpage|With Me, You will Live}} <br />
|classfeatures18={{inpage|Aura Improvement}}<br />
|classfeatures19=<br />
|classfeatures20=[[#Sacred Oaths|Sacred Oath Feature]]<br />
<br />
|extrasonright=1<br />
|extra1_name=Commander's Inspiration Die<br />
|extra1_1=1d6<br />
|extra1_2=1d6<br />
|extra1_3=1d6<br />
|extra1_4=1d6<br />
|extra1_5=1d8<br />
|extra1_6=1d8<br />
|extra1_7=1d8<br />
|extra1_8=1d8<br />
|extra1_9=1d8<br />
|extra1_10=1d10<br />
|extra1_11=1d10<br />
|extra1_12=1d10<br />
|extra1_13=1d10<br />
|extra1_14=1d10<br />
|extra1_15=1d12<br />
|extra1_16=1d12<br />
|extra1_17=1d12<br />
|extra1_18=1d12<br />
|extra1_19=1d12<br />
|extra1_20=1d12<br />
}}<br />
<br />
=== Rally the Troops ===<br />
At 1st level, you give a motivating speech to your troops. When you make a speech that last at least 1 minute, choose up to your charisma modifier of willing creatures that hear or see your speak (you may include yourself). They have become your Troops for the purpose of your Commander features.<br />
<br />
While you can make a speech unlimited number of times, you can only have up to your charisma modifier of Troops at time. You cannot make a Troop out of creature that is already a Troop to someone else. A creature is your Troop until they complete a long rest.<br />
<br />
Additionally, each of your Troop's hit point maximum and current hit points increase equal to your level in Commander.<br />
<br />
==== Rebellion ====<br />
At any time, you can mark any of your Troops as a Rebellion. A Rebellion no longer a Troop for the purpose of your features.<br />
<br />
=== Commander's Inspiration ===<br />
At 1st level, you can inspire others through giving tactical commands, shouting mottos and battle cries, or by recalling tales of heroism. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Commander's Inspiration die, a d6. <br />
<br />
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Commander's Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Commander's Inspiration die is rolled, it is lost. A creature can have only one Bardic or Commander's Inspiration die at a time. <br />
<br />
You can use this feature a number of times equal to your {{5a|cha}} modifier (a minimum of once). You regain any expended uses when you finish a long rest. <br />
<br />
=== Helping Hand ===<br />
At 2nd level, you help your Troops in battle directly. You can use the Help action as a bonus action. Additionally, when you use the Help action to aid a Troop in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.<br />
<br />
=== Battle Cry ===<br />
At 2nd level, in battle, your mere presence can inspire everyone. Starting at 2nd level, you gain access to a number of Battle Cries. In total, you know an amount of Battle Cries equal to your proficiency bonus. Whenever you gain a level in this class, you may swap one of your known Battle Cries for another.<br />
<br />
As a bonus action, you can expend one use of your Commander's Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of Troops you can see and that can see you within 60 feet of you. Choose one of the battle cries below as an effect that they gain.<br />
<br />
==== Battle Cries ====<br />
:''Charge!'' All Troops can move twice their movement. <br />
:''Hold Strong!'' All Troops regain 1d8 hit points.<br />
<br />
The dice increases when you reach certain levels in this class, increasing to 2d8 at 5th level, 2d8 at 10th level, and 4d8 at 15th level.<br />
:''No Fear!'' All Troops make a saving throw to resist {{5c|charmed}} or {{5c|frightened}}. If they pass, they gain temporary hit points equal to two rolls of your commander's inspiration.<br />
:''Reposition!'' All Troops gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.<br />
<br />
The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level.<br />
:''Defend!'' All Troops can use their reaction to take the dodge action.<br />
<br />
=== No Sick Days ===<br />
At 3rd level, you cannot afford to take any days off. You are immune to disease.<br />
<br />
=== Sacred Oath ===<br />
When you reach 3rd level, you swear the oath that binds you as a commander forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include the Channel Divinity feature.<br />
<br />
==== Channel Divinity ====<br />
Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.<br />
<br />
When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.<br />
<br />
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals to 8 + your charisma modifier + your proficiency modifier.<br />
<br />
=== Ability Score Improvement ===<br />
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.<br />
<br />
=== Lead by Example ===<br />
At 5th level, you lead others into combat. When you take an attack action, choose one of your Troops within 120 ft of you. They make one free weapon attack.<br />
<br />
=== Font of Inspiration ===<br />
At 5th level, your commander's Inspiration is restored after a short or long rest.<br />
<br />
=== Aura of Protection ===<br />
Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br />
<br />
At 18th level, the range of this aura increases to 30 feet.<br />
<br />
=== Dampen Friendly Fire ===<br />
At 9th level, you prevent your troops from hurting each other. All of your Troops take half damage dealt by your own Troops. Regardless of spell and effects, Troops have disadvantage to hit other Troops and have advantage to all saving throws caused by other Troops.<br />
<br />
=== Natural Leader ===<br />
At 10th level, your experience as a leader has allowed you become fast friend with other or limit your enemy's actions. As an action, you can make a Charisma (Persuasion) check contested by a creature’s Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.<br />
<br />
If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can’t make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.<br />
<br />
If you succeed on the check and the creature isn’t hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.<br />
<br />
=== Improved Lead by Example ===<br />
At 11th level, your leadership through example bore fruits. When a Troop makes an attack from Lead by Example, it deals an extra 1d8 radiant damage.<br />
<br />
=== Emergency Reposition ===<br />
At 13th level, you are reposition your Troops for a better outcome. As a reaction (even before damage is dealt), you can your your reaction to switch spots of two Troops that you can see.<br />
<br />
=== Aura of Courage ===<br />
Starting at 14th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious.<br />
<br />
At 18th level, the range of this aura increases to 30 feet.<br />
<br />
=== With Me, You will Live ===<br />
At 17th level, you push your Troops survival rate to the max. At the start of each of the Troop's turn, they regain 1 hit points if they have no more than half of their hit points left. They don’t gain this benefit if they have 0 hit points.<br />
<br />
== Optional Features ==<br />
<br />
=== Infuse Items ===<br />
Replaces Battle Cry<br />
<br />
At 2nd level, you prefer to use simpler and safer methods help your Troops. You gain one infused item from artificer class. This infused item can be only used by your Troops.<br />
<br />
Whenever you gain a level, you can change your infused item.<br />
<br />
=== Infuse Items ===<br />
Replace Natural Leader<br />
<br />
At 10th level, you prefer to use simpler and safer methods help your Troops. You gain one infused item from artificer class. This infused item can be only used by your Troops.<br />
<br />
If you already have infuse Items from this class, this feature grants two more items to infuse.<br />
<br />
Whenever you gain a level, you can change your infused item.<br />
<br />
=== Infuse Items ===<br />
Replace Emergency Reposition<br />
<br />
At 13th level, you prefer to use simpler and safer methods help your Troops. You gain one infused item from artificer class. This infused item can be only used by your Troops.<br />
<br />
If you already have infuse Items from this class, this feature grants two more items to infuse.<br />
<br />
Whenever you gain a level, you can change your infused item.<br />
<br />
=== Infuse Items ===<br />
Replace With Me, You will Live<br />
<br />
At 17th level, you prefer to use simpler and safer methods help your Troops. You gain one infused item from artificer class. This infused item can be only used by your Troops.<br />
<br />
If you already have infuse Items from this class, this feature grants two more items to infuse.<br />
<br />
Whenever you gain a level, you can change your infused item.<br />
<br />
=Divine Oaths=<br />
You can take a divine oath from paladin class or one from below.<br />
<br />
== Oath of Apothecary ==<br />
"Once a pound a time, there was a young Apothecary named Iris. She was in an adventuring party with a giant construct and a child. From the beginning, the adventuring party called Iris their commander."<br />
<br />
==== Tenets of the Apothecary ====<br />
The tenets of the Oath of the Apothecary have carefully chosen to reflect Iris' great work. This oath emphasizes the principles of love ones above any concerns of good or evil. Its four central principles are simple.<br />
<br />
Protect Your Love Ones: Above all, protect your love ones regardless the cost.<br />
<br />
Let Nature Bloom: Take care of the plants and they will return the favor.<br />
<br />
Potions for All: Experiment, craft, and learn potions to save your love ones.<br />
<br />
Slay the Heretic: Hunt down every shambling mound. They have rebelled against the gods.<br />
<br />
=== Budding ===<br />
"Iris was part plant and part humanoid. As honor to the great Apothecary, we grow plants on ourself"<br />
<br />
You have plants growing from you, making you slightly part plant. Pick one from below<br />
{| class="wikitable"<br />
|+Budding Appearance<br />
|-<br />
! 1d6 !! Effect |<br />
|-<br />
| 1 || Leaves and buds grow on your head to create a crown <br />
|-<br />
| 2 || Vines and buds grow around your arm in an exotic fashion design <br />
|-<br />
| 3 || Leaves and buds grow among your hair, as if it was always been there <br />
|-<br />
| 4 || Vines and buds form an accessory like a belt, necklaces, or bracelet <br />
|-<br />
| 5 || Vines, leaves, and buds grow around your feet to create a boot <br />
|-<br />
| 6 || Vines, leaves, and buds create a natural but fashionable clothing <br />
|}<br />
<br />
=== Tool Proficiency ===<br />
"She was one of the most talented Apothecary of her time."<br />
<br />
At 3rd level, you gain proficiency in herbalism and alchemist<br />
<br />
=== Channel Divinity: Potion crafting ===<br />
"While her companions rest during the night, Iris stayed up late to craft potions to help her friends in the coming battle."<br />
<br />
At 3rd level, you can use your channel divinity to create potions from nature. As an action, you can make any common potion after spending 10 gd pieces. You must have alchemist or herbalism kit to craft potions.<br />
<br />
At 7th level, you can craft uncommon potion for 50 gd. At 15th level, you can rare potion for 100 gd.<br />
<br />
=== Channel Divinity: Bloom ===<br />
"Plants counted Iris as one of their own. It is said that even the most stubborn plant bloom in her care."<br />
<br />
At 3rd level, you can your channel divinity to bloom your budding flowers. As an action, all of the buds on you bloom into a flower and release a strong smell. Every plan within 30 feet of you that can smell you must make a Wisdom saving throw. On a failed save, the creature is charmed for 1 minute or until it takes damage.<br />
<br />
While charmed this way, the plant is friendly to you and your Troops. You and your Troops can communicate with charmed plants as if they are under the effects of Speak with Plants spell.<br />
<br />
=== Potion Thrower ===<br />
"Like all Apothecary adventurers, Iris primary used potions to fend off great evil foes."<br />
<br />
At 7th level, you can throw potions without loosing its effectiveness. As an action, you throw a potion. It uses strength to hit and has a range of 30/90 ft. If the target is a willing Troop, it automatically hits.<br />
<br />
=== Thorn Armor ===<br />
"On that dark day, a shambling mound went wild and attacked Iris and her friends. The Apothecary try her best to save her friends."<br />
<br />
At 15th level, your gift of plants is spread to your allies. As an action, every Troop within 30 ft of you has thorny vines grow around them. They gain temporary hit points equal to your charisma modifier. Until an hour past or all temporary hit points is used up, any melee attack takes your charisma modifier of magical piercing or poison damage.<br />
<br />
You can use this feature once per short or long rest.<br />
<br />
=== Iris Rose Bush ===<br />
"Iris sacrifice herself to save her friends from the shambling mound. The gods saw her great deeds. They caused a rose bush to grow from her corpse as a memorial of her heroic death."<br />
<br />
At 20th level, you plant seeds in your Troops just in case the worst happens.<br />
<br />
Whenever you or your Troops die, an Iris rose bush grows from their body. It has the same ingigitive as the dead creature and attacks anything hostile to it.<br />
<br />
As long as the rose bush is alive, the corpse is perfectly preserved as if it just died. Additionally, the corpse is immune to all magic except spells to revive the corpse. Once the corpse is revived or removed, the rose bush withers away.<br />
<br />
<br />
== Oath of Pirate Captain ==<br />
"Legend says that a leonin pirate captain has the fate to choose to save the world or doom it to destruction."<br />
<br />
==== Tenets of Pirate Captain ====<br />
<br />
Freedom can be a selfless virtue or a selfish want. For paladins who swear the Oath of the Pirate Captain, freedom is the highest calling, and a gift to be granted to all.<br />
<br />
No Greater Life than a Life Lived Free. One should be free to chart their own path without oppression. Those who would exert their power to dominate others shall be smote.<br />
<br />
Protect the Crew. Your crew is the most important thing to a captain. Lead them to victory or failure. As long as they stay alive, there is always another chance<br />
<br />
Explore the Uncharted. The world is filled with mystery. Through the pursuit of enigmatic ends, one can uncover those who hide their foul deeds, and find the path to becoming something great.<br />
<br />
Loyalty. Stay true to those who are loyal to you.<br />
Reward loyalty with glory and treasure.<br />
Traitors deserve ruthless judgment.<br />
<br />
=== Channel Divinity: Raid ===<br />
"It is said that the pirate captain used to go on raids with her father, whom was also a pirate captain."<br />
<br />
At 3rd level, you use your channel divinity to cause your crew to be ready for a raid. As an action, all Troops within 30 ft of you gain the following for 1 hour:<br />
<br />
* Increase movement speed by 5 ft<br />
* Increase jump distance by 5 ft<br />
* Gain swimming speed equal to walking speed<br />
* Advantage to saving throws against cannons<br />
<br />
=== Channel Divinity: Plunder ===<br />
"Right before she became captain, she plundered entire castle without killing a single soul."<br />
<br />
At 3rd level, you use your channel divinity to cause your crew to be ready for a raid. As an action, all Troops within 30 ft of you gain the following for 1 hour:<br />
<br />
* Advantage to stealth<br />
* Advantage to sleight of hand<br />
* Advantage to thieves' tools<br />
<br />
=== Aura of Liberation ===<br />
"The legendary pirate captain will roam the seas, unhindered by wizards, cultist, fey, and daemons."<br />
<br />
Starting at 7th level, you fill nearby creatures with the energy of movement. While you’re not incapacitated, you and creatures of your choice within 10 feet of you cannot be grappled or restrained, and ignore penalties on movement and attacks while underwater. Creatures that are already grappled or restrained when they enter the aura can spend 5 feet of movement to automatically escape unless they are bound by magic restraints.<br />
<br />
When you reach 18th level in this class, the aura affects creatures within 30 feet of you.<br />
<br />
=== Rebuke of the Captain ===<br />
"While hard to anger, this captain will seek vengeance against anyone whom dare to take another life away from her."<br />
<br />
At 15th level, you can cast silvery Mockery without any spell slots. You must apply the advantage to one of your Troops to cast this spell.<br />
<br />
You can use this feature up to your charisma modifier per short or long rest.<br />
<br />
=== Grand Captain ===<br />
"At the final battle to determine the fate of the world, the leonin pirate captain will play a critical role that tips the results of battle to her favor."<br />
<br />
At 20th level, you are a living avatar of the high seas. As a bonus action on your turn, you can transform, becoming as terrible as a storm for 1 minute. While transformed you gain the benefits below:<br />
<br />
* You are immune to cold, lightning, and thunder damage.<br />
* You can cast command at 1st-level as a bonus action on each of your turns without expending a spell slot.<br />
* Whenever you hit a Huge or smaller creature with a melee attack, it must succeed on a Strength saving throw against your channel divinity save DC or be knocked prone.<br />
<br />
Once you use this feature, you must complete a long rest before you can use it again<br />
<br />
== Oath of Legionnaire ==<br />
"There is a mighty legionnaire leonin that survived unbelievable odds... and constantly hungers for bone marrow"<br />
<br />
==== Tenets of Legionnaire ====<br />
Though the exact words and strictures of the Oath of Legionnaire vary, paladins of this oath share these tenets.<br />
<br />
Duty. You never stand down as long there is someone to protect<br />
<br />
Sturdy. You have to stay strong to serve as the anchor for everyone else around you<br />
<br />
Repentance. I protect others since I failed to protection someone important in my past.<br />
<br />
Fisherman. Fishing is a great hobby and survival skill<br />
<br />
=== Guard ===<br />
"Her body cannot easily be slayed by normal means."<br />
<br />
At 3rd level, you can block attacks easier than most. When wearing armor that you are proficient in, your ac is increased by 1.<br />
<br />
Your ac is increased by an addition 1 at 7th, 15th, and 20th levels.<br />
<br />
=== Channel Divinity: Combat Stances ===<br />
"She stand strong in front of many fearsome monsters."<br />
<br />
At 3rd, you use your channel divinity to pull knowledge from many generations of Legionnaires. As a bonus action, choose one stand from below. Your stance last for 1 minute.<br />
<br />
;Sentinel Stance<br />
While in this stance, you gain a bonus to attack rolls equal to half of your proficiency bonus. In addition, you may make a melee weapon attack as a bonus action.<br />
<br />
;Phalanx Stance<br />
While in this stance, you gain a bonus to Armor Class equal to half of your proficiency bonus. In addition, all allies within 5 feet of you gain half cover.<br />
<br />
;Berserker Stance<br />
While in this stance, you gain a bonus to damage rolls equal to half of your proficiency bonus. In addition, you score a critical hit on a 19 or 20.<br />
<br />
=== Channel Divinity: Talent ===<br />
"The pirate leonin was talented in many things, like fishing."<br />
<br />
As an action, you use your channel divinity to gain a feat for 1 hour.<br />
<br />
Additionally, you have advantage to all rolls to do fishing for 1 hour.<br />
<br />
=== Endurance ===<br />
"She can take more blows than mortal can."<br />
<br />
At 7th level, your maximum hit points is increased by 5 + your Constitution modifier.<br />
<br />
At 15th and 20th, you gain this benefit again.<br />
<br />
=== Defender ===<br />
"As the pirate crew begin to loose trust in their captain, the leonin stand strong among the chaos."<br />
At 15th level, your ac and all saving throws is increased by 2.<br />
<br />
At 20th level, your ac and all saving throws is increased another 2.<br />
<br />
=== Body of a God ===<br />
"With her never wavering bravery, the pirate captain stepped down and grant the legionnaire the command of the crew."<br />
<br />
At 20th level, your body is better than a god. The maximum constitution is increased to 30 and your constitution score is increased by 2.<br />
<br />
= Multiclassing =<br />
'''Prerequisites.''' To qualify for multiclassing into the General class, you must meet these prerequisites: {{5a|Cha}} 13<br />
<br />
'''Proficiencies.''' When you multiclass into the General class, you gain the following proficiencies: simple weapons, light armor, medium armor, and shield<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Bard Tag]]</div>Levelnom1https://www.dandwiki.com/w/index.php?title=Coffeelock_(5e_Class)&diff=1811879Coffeelock (5e Class)2024-02-19T15:48:37Z<p>Levelnom1: </p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Cofeelock ==<br />
<br />
<!--Introduction--><br />
<br />
=== Strange Life of a Cofeelock ===<br />
<br />
<!--Explore this chapter in more detail here--><br />
<br />
=== Creating a Cofeelock ===<br />
<div class="externalimage-holder" style="width:50%;float:right;"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
<!--Questions to help a player develop a character--><br />
<br />
;Quick Build<br />
You can make a Cofeelock quickly by following these suggestions. First, Charisma should be your highest ability score, followed by dexerity or constitution. Second, choose the scolar background.<br />
<br />
{{5e Class Features<br />
|name=coffeelock<br />
|summary=warlock and sorcerer hybrid class<br />
|hd=6<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor=Light armor<br />
|weapons=Simple weapons<br />
|tools=None<br />
|saves={{5a|wis}}, {{5a|cha}}<br />
|skills=Choose two skills from {{5s|Arcana}}, {{5s|Deception}}, {{5s|History}}, {{5s|Intimidation}}, {{5s|Investigation}}, {{5s|Nature}}, and {{5s|Religion}}<br />
|item1a=a {{5g|Crossbow, Light|light crossbow}} and {{5g|Crossbow Bolts (20)|20 bolts}}<br />
|item1b=any simple weapon<br />
|item2a=a {{5g|Component Pouch}}<br />
|item2b=an {{5g|Arcane Focus}}<br />
|item3a=a [[5e SRD:Equipment Packs#Scholar's Pack|scholar's pack]]<br />
|item3b=a [[5e SRD:Equipment Packs#Dungeoneer's Pack|dungeoneer's pack]]<br />
|item4a={{5g|Leather (Armor)|Leather armor}}, any simple weapon, and two {{5g|Dagger}}s<br />
|item4b=<br />
|classfeatures1=[[#Otherworldly Patron|Otherworldly Patron]], [[#Pact Magic|Pact Magic]]<br />
|classfeatures2={{inpage|Coffee Points}}, [[#Eldritch Invocations|Eldritch Invocations]]<br />
|classfeatures3=[[#Pact Boon|Pact Boon]]<br />
|classfeatures4=<br />
|classfeatures5=<br />
|classfeatures6=[[#Otherworldly Patrons|Otherworldly Patron feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Otherworldly Patrons|Otherworldly Patron feature]]<br />
|classfeatures11=[[#Mystic Arcanum|Mystic Arcanum]] (6th level)<br />
|classfeatures12=<br />
|classfeatures13=[[#Mystic Arcanum|Mystic Arcanum]] (7th level)<br />
|classfeatures14=[[#Otherworldly Patrons|Otherworldly Patron feature]]<br />
|classfeatures15=[[#Mystic Arcanum|Mystic Arcanum]] (8th level)<br />
|classfeatures16=<br />
|classfeatures17=[[#Mystic Arcanum|Mystic Arcanum]] (9th level)<br />
|classfeatures18=[[#Otherworldly Patrons|Otherworldly Patron feature]]<br />
|classfeatures19=<br />
|classfeatures20=[[#Sorcerous Restoration|Sorcerous Restoration]]<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. coffeelock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=3<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=3<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=4<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=4<br />
|extra1_18=4<br />
|extra1_19=4<br />
|extra1_20=4<br />
|extra2_name=Spells Known<br />
|extra2_1=2<br />
|extra2_2=3<br />
|extra2_3=4<br />
|extra2_4=5<br />
|extra2_5=6<br />
|extra2_6=7<br />
|extra2_7=8<br />
|extra2_8=9<br />
|extra2_9=10<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=11<br />
|extra2_13=12<br />
|extra2_14=12<br />
|extra2_15=13<br />
|extra2_16=13<br />
|extra2_17=14<br />
|extra2_18=14<br />
|extra2_19=15<br />
|extra2_20=15<br />
|extra3_name=Spell Slots<br />
|extra3_1=1<br />
|extra3_2=1<br />
|extra3_3=1<br />
|extra3_4=1<br />
|extra3_5=1<br />
|extra3_6=1<br />
|extra3_7=1<br />
|extra3_8=1<br />
|extra3_9=1<br />
|extra3_10=1<br />
|extra3_11=2<br />
|extra3_12=2<br />
|extra3_13=2<br />
|extra3_14=2<br />
|extra3_15=2<br />
|extra3_16=2<br />
|extra3_17=2<br />
|extra3_18=2<br />
|extra3_19=2<br />
|extra3_20=2<br />
|extra4_name=Slot Level<br />
|extra4_1=1st<br />
|extra4_2=1st<br />
|extra4_3=2nd<br />
|extra4_4=2nd<br />
|extra4_5=3rd<br />
|extra4_6=3rd<br />
|extra4_7=4th<br />
|extra4_8=4th<br />
|extra4_9=5th<br />
|extra4_10=5th<br />
|extra4_11=5th<br />
|extra4_12=5th<br />
|extra4_13=5th<br />
|extra4_14=5th<br />
|extra4_15=5th<br />
|extra4_16=5th<br />
|extra4_17=5th<br />
|extra4_18=5th<br />
|extra4_19=5th<br />
|extra4_20=5th<br />
|extra5_name=Invocations Known<br />
|extra5_1=&mdash;<br />
|extra5_2=1<br />
|extra5_3=1<br />
|extra5_4=1<br />
|extra5_5=2<br />
|extra5_6=2<br />
|extra5_7=3<br />
|extra5_8=3<br />
|extra5_9=4<br />
|extra5_10=4<br />
|extra5_11=4<br />
|extra5_12=5<br />
|extra5_13=5<br />
|extra5_14=5<br />
|extra5_15=6<br />
|extra5_16=6<br />
|extra5_17=6<br />
|extra5_18=6<br />
|extra5_19=6<br />
|extra5_20=6<br />
}}<br />
<br />
==== Otherworldly Patron ====<br />
<br />
At 1st level, you have struck a bargain with an otherworldly being of your choice or channel your inner magical powers, each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, 14th, and 18th level.<br />
<br />
[[#Otherworldly Patrons|Otherworldly Patron features]]<br />
<br />
==== Pact Magic ====<br />
<br />
Your arcane research and the magic bestowed on you by your patron have given you facility with spells.<br />
<br />
;Cantrips<br />
You know two cantrips of your choice from the {{5g|Warlock Spell List}} or {{5g|Sorcerer Spell List}}. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Coffeelock table.<br />
<br />
;Spell Slots<br />
The Coffeelock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your coffeelock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a {{5g|Short Rest|short}} or {{5g|Long Rest}}.<br />
<br />
For example, when you are 5th level, you have one 3rd-level spell slots. To cast the 1st-level spell ''{{5g|thunderwave}}'', you must spend one of those slots, and you cast it as a 3rd-level spell.<br />
<br />
;Spells Known of 1st Level and Higher<br />
At 1st level, you know two 1st-level spells of your choice from the {{5g|Warlock Spell List}} or {{5g|Sorcerer Spell List}}.<br />
<br />
The Spells Known column of the Coffeelock table shows when you learn more coffeelock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new coffeelock spell, which can be 1st, 2nd, or 3rd level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the {{5g|Warlock Spell List}} or {{5g|Sorcerer Spell List}} you know and replace it with another spell from the {{5g|Warlock Spell List}} or {{5g|Sorcerer Spell List}}, which also must be of a level for which you have spell slots.<br />
<br />
;Spellcasting Ability<br />
{{5a|cha}} is your spellcasting ability for your coffeelock spells, so you use your {{5a|cha}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|cha}} modifier when setting the {{5g|Saving Throw}} DC for a coffeelock spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your {{5g|Proficiency Bonus}} + your {{5a|cha}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your {{5g|Proficiency Bonus}} + your {{5a|cha}} modifier</tt></code><br />
<br />
;Spellcasting Focus<br />
You can use an {{5g|Arcane Focus}} as a spellcasting focus for your coffeelock spells.<br />
<br />
==== Coffee Points ====<br />
At 2nd level, you tap into a the buzz of coffee. This buzz is represented by coffee points, which allow you to create a variety of magical effects.<br />
<br />
* Coffee Points. You have coffee points equal to your coffeelock levels. You can never have more coffee points than shown on the table for your level. You regain all spent coffee points when you finish a long rest.<br />
* Flexible Casting. You can use your coffee points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.<br />
* Creating Spell Slots. As a bonus action on your turn, you can expend a number of coffee points equal to the new spell slot's level to create one spell slot. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest.<br />
* Converting a Spell Slot to Coffee Points. As a bonus action on your turn, you can expend one spell slot and gain a number of coffee points equal to the slot's level.<br />
<br />
==== Eldritch Invocations ====<br />
<br />
In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.<br />
<br />
At 2nd level, you gain one eldritch invocation of your choice. Your invocation options are detailed at the end of the coffeelock description or at the end of the warlock class description. When you gain certain coffeelock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Coffeelock table.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.<br />
<br />
==== Pact Boon ====<br />
<br />
At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.<br />
<br />
;Pact of the Chain<br />
You learn the ''{{5g|Find Familiar}}'' spell and can cast it as a {{5g|About Spells#Rituals|ritual}}. The spell doesn't count against your number of spells known.<br />
<br />
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: {{5g|imp}}, {{5g|pseudodragon}}, {{5g|quasit}}, or {{5g|sprite}}.<br />
<br />
Additionally, when you take the {{5g|Attack Action|Attack}} action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its reaction.<br />
<br />
;Pact of the Blade<br />
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming {{5g|Damage Resistance|resistance}} and immunity to nonmagical attacks and damage.<br />
<br />
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a {{5g|Short Rest}}. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.<br />
<br />
;Pact of the Tome<br />
Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list (the three needn't be from the same list). While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. If they don't appear on the coffeelock spell list, they are nonetheless coffeelock spells for you.<br />
<br />
If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a {{5g|Short Rest|short}} or {{5g|Long Rest}}, and it destroys the previous book. The book turns to ash when you die.<br />
<br />
;Pact of the Talisman<br />
Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.<br />
<br />
If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.<br />
<br />
;Pact of the Magic<br />
You create a jewlery that serves as a focus for your metamagic. You learn one metamagic of your choice from the sorcerer class. Whenever you complete a long rest, you may change your metamagic.<br />
<br />
Additionally, when you make an ability check that fails, you can spend 1 coffee point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.<br />
<br />
If you lose your jewlery, you can perform a 1-hour ceremony to create a replacement. This ceremony can be performed during a {{5g|Short Rest|short}} or {{5g|Long Rest}}, and it destroys the jewlery. The jewlery turns to dust when you die.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
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.<br />
<br />
==== Mystic Arcanum ====<br />
<br />
At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the {{5g|Warlock Spell List}} or {{5g|Sorcerer Spell List}} as this arcanum.<br />
<br />
You can cast your arcanum spell once without expending a spell slot. You must finish a {{5g|Long Rest}} before you can do so again.<br />
<br />
At higher levels, you gain more {{5g|Warlock Spell List}} or {{5g|Sorcerer Spell List}} of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a {{5g|Long Rest}}.<br />
<br />
==== Sorcerous Restoration ====<br />
<br />
At 20th level, you regain 4 expended coffee points whenever you finish a short rest.<br />
<br />
== Expanded Eldritch Invocations ==<br />
=== Weave Manuplation ===<br />
You learn one metamagic option from the sorcerer class. Whenever you level up in this class, you may choose to replace this metamagic for a different metamagic option.<br />
<br />
=== Instant Coffee ===<br />
You create a wicked brew of coffee. As a ritual that takes 1 minute, you can create a cup of coffee infused magic. When a creature drinks the entire cup of magical coffee, they ignore all effects of exhastion for 1 hour. This magical coffee goes bad when it reach room tempature which is always 1 hour after brewing.<br />
<br />
You can make this magical coffee once per long rest.<br />
<br />
Additionally, as an action, you transform a tiny container filled with water into coffee.<br />
<br />
== Otherworldly Orgins ==<br />
You can pick any sorcerer or warlock subclasses. If you pick a sorcerer subclass, at 10th level, you gain an additional eldritch invocation. If you pick a warlock subclass, at 18th level, you gain an additional eldritch invocation. <br />
<br />
== Multiclassing ==<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Coffeelock class, you must meet these prerequisites: char 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Coffeelock class, you gain the following proficiencies: Light armor and simple weapons<br />
<br />
<vote type=1/><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Sorcerer Tag]]<!-often gets magical ability from a separate source, has sorcery points and a spell slot table-><br />
[[Category:Warlock Tag]]<!-pact-based arcane caster-><br />
[[Category:5e Class Mashup]]<!-keep this category if the class uses multiple tags-></div>Levelnom1https://www.dandwiki.com/w/index.php?title=Coffeelock_(5e_Class)&diff=1811878Coffeelock (5e Class)2024-02-19T15:47:59Z<p>Levelnom1: /* Pact Magic */</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Cofeelock ==<br />
<br />
<!--Introduction--><br />
<br />
=== Strange Life of a Cofeelock ===<br />
<br />
<!--Explore this chapter in more detail here--><br />
<br />
=== Creating a Cofeelock ===<br />
<div class="externalimage-holder" style="width:50%;float:right;"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
<!--Questions to help a player develop a character--><br />
<br />
;Quick Build<br />
You can make a Cofeelock quickly by following these suggestions. First, Charisma should be your highest ability score, followed by dexerity or constitution. Second, choose the scolar background.<br />
<br />
{{5e Class Features<br />
|name=coffeelock<br />
|summary=warlock and sorcerer hybrid class<br />
|hd=6<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor=Light armor<br />
|weapons=Simple weapons<br />
|tools=None<br />
|saves={{5a|wis}}, {{5a|cha}}<br />
|skills=Choose two skills from {{5s|Arcana}}, {{5s|Deception}}, {{5s|History}}, {{5s|Intimidation}}, {{5s|Investigation}}, {{5s|Nature}}, and {{5s|Religion}}<br />
|item1a=a {{5g|Crossbow, Light|light crossbow}} and {{5g|Crossbow Bolts (20)|20 bolts}}<br />
|item1b=any simple weapon<br />
|item2a=a {{5g|Component Pouch}}<br />
|item2b=an {{5g|Arcane Focus}}<br />
|item3a=a [[5e SRD:Equipment Packs#Scholar's Pack|scholar's pack]]<br />
|item3b=a [[5e SRD:Equipment Packs#Dungeoneer's Pack|dungeoneer's pack]]<br />
|item4a={{5g|Leather (Armor)|Leather armor}}, any simple weapon, and two {{5g|Dagger}}s<br />
|item4b=<br />
|classfeatures1=[[#Otherworldly Patron|Otherworldly Patron]], [[#Pact Magic|Pact Magic]], {{inpage|Coffee Points}}<br />
|classfeatures2=[[#Eldritch Invocations|Eldritch Invocations]]<br />
|classfeatures3=[[#Pact Boon|Pact Boon]]<br />
|classfeatures4=<br />
|classfeatures5=<br />
|classfeatures6=[[#Otherworldly Patrons|Otherworldly Patron feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Otherworldly Patrons|Otherworldly Patron feature]]<br />
|classfeatures11=[[#Mystic Arcanum|Mystic Arcanum]] (6th level)<br />
|classfeatures12=<br />
|classfeatures13=[[#Mystic Arcanum|Mystic Arcanum]] (7th level)<br />
|classfeatures14=[[#Otherworldly Patrons|Otherworldly Patron feature]]<br />
|classfeatures15=[[#Mystic Arcanum|Mystic Arcanum]] (8th level)<br />
|classfeatures16=<br />
|classfeatures17=[[#Mystic Arcanum|Mystic Arcanum]] (9th level)<br />
|classfeatures18=[[#Otherworldly Patrons|Otherworldly Patron feature]]<br />
|classfeatures19=<br />
|classfeatures20=[[#Sorcerous Restoration|Sorcerous Restoration]]<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. coffeelock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=3<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=3<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=4<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=4<br />
|extra1_18=4<br />
|extra1_19=4<br />
|extra1_20=4<br />
|extra2_name=Spells Known<br />
|extra2_1=2<br />
|extra2_2=3<br />
|extra2_3=4<br />
|extra2_4=5<br />
|extra2_5=6<br />
|extra2_6=7<br />
|extra2_7=8<br />
|extra2_8=9<br />
|extra2_9=10<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=11<br />
|extra2_13=12<br />
|extra2_14=12<br />
|extra2_15=13<br />
|extra2_16=13<br />
|extra2_17=14<br />
|extra2_18=14<br />
|extra2_19=15<br />
|extra2_20=15<br />
|extra3_name=Spell Slots<br />
|extra3_1=1<br />
|extra3_2=1<br />
|extra3_3=1<br />
|extra3_4=1<br />
|extra3_5=1<br />
|extra3_6=1<br />
|extra3_7=1<br />
|extra3_8=1<br />
|extra3_9=1<br />
|extra3_10=1<br />
|extra3_11=2<br />
|extra3_12=2<br />
|extra3_13=2<br />
|extra3_14=2<br />
|extra3_15=2<br />
|extra3_16=2<br />
|extra3_17=2<br />
|extra3_18=2<br />
|extra3_19=2<br />
|extra3_20=2<br />
|extra4_name=Slot Level<br />
|extra4_1=1st<br />
|extra4_2=1st<br />
|extra4_3=2nd<br />
|extra4_4=2nd<br />
|extra4_5=3rd<br />
|extra4_6=3rd<br />
|extra4_7=4th<br />
|extra4_8=4th<br />
|extra4_9=5th<br />
|extra4_10=5th<br />
|extra4_11=5th<br />
|extra4_12=5th<br />
|extra4_13=5th<br />
|extra4_14=5th<br />
|extra4_15=5th<br />
|extra4_16=5th<br />
|extra4_17=5th<br />
|extra4_18=5th<br />
|extra4_19=5th<br />
|extra4_20=5th<br />
|extra5_name=Invocations Known<br />
|extra5_1=&mdash;<br />
|extra5_2=1<br />
|extra5_3=1<br />
|extra5_4=1<br />
|extra5_5=2<br />
|extra5_6=2<br />
|extra5_7=3<br />
|extra5_8=3<br />
|extra5_9=4<br />
|extra5_10=4<br />
|extra5_11=4<br />
|extra5_12=5<br />
|extra5_13=5<br />
|extra5_14=5<br />
|extra5_15=6<br />
|extra5_16=6<br />
|extra5_17=6<br />
|extra5_18=6<br />
|extra5_19=6<br />
|extra5_20=6<br />
}}<br />
<br />
==== Otherworldly Patron ====<br />
<br />
At 1st level, you have struck a bargain with an otherworldly being of your choice or channel your inner magical powers, each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, 14th, and 18th level.<br />
<br />
[[#Otherworldly Patrons|Otherworldly Patron features]]<br />
<br />
==== Pact Magic ====<br />
<br />
Your arcane research and the magic bestowed on you by your patron have given you facility with spells.<br />
<br />
;Cantrips<br />
You know two cantrips of your choice from the {{5g|Warlock Spell List}} or {{5g|Sorcerer Spell List}}. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Coffeelock table.<br />
<br />
;Spell Slots<br />
The Coffeelock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your coffeelock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a {{5g|Short Rest|short}} or {{5g|Long Rest}}.<br />
<br />
For example, when you are 5th level, you have one 3rd-level spell slots. To cast the 1st-level spell ''{{5g|thunderwave}}'', you must spend one of those slots, and you cast it as a 3rd-level spell.<br />
<br />
;Spells Known of 1st Level and Higher<br />
At 1st level, you know two 1st-level spells of your choice from the {{5g|Warlock Spell List}} or {{5g|Sorcerer Spell List}}.<br />
<br />
The Spells Known column of the Coffeelock table shows when you learn more coffeelock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new coffeelock spell, which can be 1st, 2nd, or 3rd level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the {{5g|Warlock Spell List}} or {{5g|Sorcerer Spell List}} you know and replace it with another spell from the {{5g|Warlock Spell List}} or {{5g|Sorcerer Spell List}}, which also must be of a level for which you have spell slots.<br />
<br />
;Spellcasting Ability<br />
{{5a|cha}} is your spellcasting ability for your coffeelock spells, so you use your {{5a|cha}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|cha}} modifier when setting the {{5g|Saving Throw}} DC for a coffeelock spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your {{5g|Proficiency Bonus}} + your {{5a|cha}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your {{5g|Proficiency Bonus}} + your {{5a|cha}} modifier</tt></code><br />
<br />
;Spellcasting Focus<br />
You can use an {{5g|Arcane Focus}} as a spellcasting focus for your coffeelock spells.<br />
<br />
==== Coffee Points ====<br />
At 2nd level, you tap into a the buzz of coffee. This buzz is represented by coffee points, which allow you to create a variety of magical effects.<br />
<br />
* Coffee Points. You have coffee points equal to your coffeelock levels. You can never have more coffee points than shown on the table for your level. You regain all spent coffee points when you finish a long rest.<br />
* Flexible Casting. You can use your coffee points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.<br />
* Creating Spell Slots. As a bonus action on your turn, you can expend a number of coffee points equal to the new spell slot's level to create one spell slot. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest.<br />
* Converting a Spell Slot to Coffee Points. As a bonus action on your turn, you can expend one spell slot and gain a number of coffee points equal to the slot's level.<br />
<br />
==== Eldritch Invocations ====<br />
<br />
In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.<br />
<br />
At 2nd level, you gain one eldritch invocation of your choice. Your invocation options are detailed at the end of the coffeelock description or at the end of the warlock class description. When you gain certain coffeelock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Coffeelock table.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.<br />
<br />
==== Pact Boon ====<br />
<br />
At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.<br />
<br />
;Pact of the Chain<br />
You learn the ''{{5g|Find Familiar}}'' spell and can cast it as a {{5g|About Spells#Rituals|ritual}}. The spell doesn't count against your number of spells known.<br />
<br />
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: {{5g|imp}}, {{5g|pseudodragon}}, {{5g|quasit}}, or {{5g|sprite}}.<br />
<br />
Additionally, when you take the {{5g|Attack Action|Attack}} action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its reaction.<br />
<br />
;Pact of the Blade<br />
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming {{5g|Damage Resistance|resistance}} and immunity to nonmagical attacks and damage.<br />
<br />
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a {{5g|Short Rest}}. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.<br />
<br />
;Pact of the Tome<br />
Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list (the three needn't be from the same list). While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. If they don't appear on the coffeelock spell list, they are nonetheless coffeelock spells for you.<br />
<br />
If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a {{5g|Short Rest|short}} or {{5g|Long Rest}}, and it destroys the previous book. The book turns to ash when you die.<br />
<br />
;Pact of the Talisman<br />
Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.<br />
<br />
If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.<br />
<br />
;Pact of the Magic<br />
You create a jewlery that serves as a focus for your metamagic. You learn one metamagic of your choice from the sorcerer class. Whenever you complete a long rest, you may change your metamagic.<br />
<br />
Additionally, when you make an ability check that fails, you can spend 1 coffee point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.<br />
<br />
If you lose your jewlery, you can perform a 1-hour ceremony to create a replacement. This ceremony can be performed during a {{5g|Short Rest|short}} or {{5g|Long Rest}}, and it destroys the jewlery. The jewlery turns to dust when you die.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
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.<br />
<br />
==== Mystic Arcanum ====<br />
<br />
At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the {{5g|Warlock Spell List}} or {{5g|Sorcerer Spell List}} as this arcanum.<br />
<br />
You can cast your arcanum spell once without expending a spell slot. You must finish a {{5g|Long Rest}} before you can do so again.<br />
<br />
At higher levels, you gain more {{5g|Warlock Spell List}} or {{5g|Sorcerer Spell List}} of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a {{5g|Long Rest}}.<br />
<br />
==== Sorcerous Restoration ====<br />
<br />
At 20th level, you regain 4 expended coffee points whenever you finish a short rest.<br />
<br />
== Expanded Eldritch Invocations ==<br />
=== Weave Manuplation ===<br />
You learn one metamagic option from the sorcerer class. Whenever you level up in this class, you may choose to replace this metamagic for a different metamagic option.<br />
<br />
=== Instant Coffee ===<br />
You create a wicked brew of coffee. As a ritual that takes 1 minute, you can create a cup of coffee infused magic. When a creature drinks the entire cup of magical coffee, they ignore all effects of exhastion for 1 hour. This magical coffee goes bad when it reach room tempature which is always 1 hour after brewing.<br />
<br />
You can make this magical coffee once per long rest.<br />
<br />
Additionally, as an action, you transform a tiny container filled with water into coffee.<br />
<br />
== Otherworldly Orgins ==<br />
You can pick any sorcerer or warlock subclasses. If you pick a sorcerer subclass, at 10th level, you gain an additional eldritch invocation. If you pick a warlock subclass, at 18th level, you gain an additional eldritch invocation. <br />
<br />
== Multiclassing ==<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Coffeelock class, you must meet these prerequisites: char 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Coffeelock class, you gain the following proficiencies: Light armor and simple weapons<br />
<br />
<vote type=1/><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Sorcerer Tag]]<!-often gets magical ability from a separate source, has sorcery points and a spell slot table-><br />
[[Category:Warlock Tag]]<!-pact-based arcane caster-><br />
[[Category:5e Class Mashup]]<!-keep this category if the class uses multiple tags-></div>Levelnom1https://www.dandwiki.com/w/index.php?title=Coffeelock_(5e_Class)&diff=1811873Coffeelock (5e Class)2024-02-19T15:39:27Z<p>Levelnom1: Created page with "{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the 5e Class Design Guide.}} == Cofeelock == <!--Introduction--> === Stra..."</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Cofeelock ==<br />
<br />
<!--Introduction--><br />
<br />
=== Strange Life of a Cofeelock ===<br />
<br />
<!--Explore this chapter in more detail here--><br />
<br />
=== Creating a Cofeelock ===<br />
<div class="externalimage-holder" style="width:50%;float:right;"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
<!--Questions to help a player develop a character--><br />
<br />
;Quick Build<br />
You can make a Cofeelock quickly by following these suggestions. First, Charisma should be your highest ability score, followed by dexerity or constitution. Second, choose the scolar background.<br />
<br />
{{5e Class Features<br />
|name=coffeelock<br />
|summary=warlock and sorcerer hybrid class<br />
|hd=6<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor=Light armor<br />
|weapons=Simple weapons<br />
|tools=None<br />
|saves={{5a|wis}}, {{5a|cha}}<br />
|skills=Choose two skills from {{5s|Arcana}}, {{5s|Deception}}, {{5s|History}}, {{5s|Intimidation}}, {{5s|Investigation}}, {{5s|Nature}}, and {{5s|Religion}}<br />
|item1a=a {{5g|Crossbow, Light|light crossbow}} and {{5g|Crossbow Bolts (20)|20 bolts}}<br />
|item1b=any simple weapon<br />
|item2a=a {{5g|Component Pouch}}<br />
|item2b=an {{5g|Arcane Focus}}<br />
|item3a=a [[5e SRD:Equipment Packs#Scholar's Pack|scholar's pack]]<br />
|item3b=a [[5e SRD:Equipment Packs#Dungeoneer's Pack|dungeoneer's pack]]<br />
|item4a={{5g|Leather (Armor)|Leather armor}}, any simple weapon, and two {{5g|Dagger}}s<br />
|item4b=<br />
|classfeatures1=[[#Otherworldly Patron|Otherworldly Patron]], [[#Pact Magic|Pact Magic]], {{inpage|Coffee Points}}<br />
|classfeatures2=[[#Eldritch Invocations|Eldritch Invocations]]<br />
|classfeatures3=[[#Pact Boon|Pact Boon]]<br />
|classfeatures4=<br />
|classfeatures5=<br />
|classfeatures6=[[#Otherworldly Patrons|Otherworldly Patron feature]]<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Otherworldly Patrons|Otherworldly Patron feature]]<br />
|classfeatures11=[[#Mystic Arcanum|Mystic Arcanum]] (6th level)<br />
|classfeatures12=<br />
|classfeatures13=[[#Mystic Arcanum|Mystic Arcanum]] (7th level)<br />
|classfeatures14=[[#Otherworldly Patrons|Otherworldly Patron feature]]<br />
|classfeatures15=[[#Mystic Arcanum|Mystic Arcanum]] (8th level)<br />
|classfeatures16=<br />
|classfeatures17=[[#Mystic Arcanum|Mystic Arcanum]] (9th level)<br />
|classfeatures18=[[#Otherworldly Patrons|Otherworldly Patron feature]]<br />
|classfeatures19=<br />
|classfeatures20=[[#Sorcerous Restoration|Sorcerous Restoration]]<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. coffeelock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=3<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=3<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=4<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=4<br />
|extra1_18=4<br />
|extra1_19=4<br />
|extra1_20=4<br />
|extra2_name=Spells Known<br />
|extra2_1=2<br />
|extra2_2=3<br />
|extra2_3=4<br />
|extra2_4=5<br />
|extra2_5=6<br />
|extra2_6=7<br />
|extra2_7=8<br />
|extra2_8=9<br />
|extra2_9=10<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=11<br />
|extra2_13=12<br />
|extra2_14=12<br />
|extra2_15=13<br />
|extra2_16=13<br />
|extra2_17=14<br />
|extra2_18=14<br />
|extra2_19=15<br />
|extra2_20=15<br />
|extra3_name=Spell Slots<br />
|extra3_1=1<br />
|extra3_2=1<br />
|extra3_3=1<br />
|extra3_4=1<br />
|extra3_5=1<br />
|extra3_6=1<br />
|extra3_7=1<br />
|extra3_8=1<br />
|extra3_9=1<br />
|extra3_10=1<br />
|extra3_11=2<br />
|extra3_12=2<br />
|extra3_13=2<br />
|extra3_14=2<br />
|extra3_15=2<br />
|extra3_16=2<br />
|extra3_17=2<br />
|extra3_18=2<br />
|extra3_19=2<br />
|extra3_20=2<br />
|extra4_name=Slot Level<br />
|extra4_1=1st<br />
|extra4_2=1st<br />
|extra4_3=2nd<br />
|extra4_4=2nd<br />
|extra4_5=3rd<br />
|extra4_6=3rd<br />
|extra4_7=4th<br />
|extra4_8=4th<br />
|extra4_9=5th<br />
|extra4_10=5th<br />
|extra4_11=5th<br />
|extra4_12=5th<br />
|extra4_13=5th<br />
|extra4_14=5th<br />
|extra4_15=5th<br />
|extra4_16=5th<br />
|extra4_17=5th<br />
|extra4_18=5th<br />
|extra4_19=5th<br />
|extra4_20=5th<br />
|extra5_name=Invocations Known<br />
|extra5_1=&mdash;<br />
|extra5_2=1<br />
|extra5_3=1<br />
|extra5_4=1<br />
|extra5_5=2<br />
|extra5_6=2<br />
|extra5_7=3<br />
|extra5_8=3<br />
|extra5_9=4<br />
|extra5_10=4<br />
|extra5_11=4<br />
|extra5_12=5<br />
|extra5_13=5<br />
|extra5_14=5<br />
|extra5_15=6<br />
|extra5_16=6<br />
|extra5_17=6<br />
|extra5_18=6<br />
|extra5_19=6<br />
|extra5_20=6<br />
}}<br />
<br />
==== Otherworldly Patron ====<br />
<br />
At 1st level, you have struck a bargain with an otherworldly being of your choice or channel your inner magical powers, each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, 14th, and 18th level.<br />
<br />
[[#Otherworldly Patrons|Otherworldly Patron features]]<br />
<br />
==== Pact Magic ====<br />
<br />
Your arcane research and the magic bestowed on you by your patron have given you facility with spells.<br />
<br />
;Cantrips<br />
You know two cantrips of your choice from the {{5g|Warlock Spell List}} or {{5g|Sorcerer Spell List}}. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Coffeelock table.<br />
<br />
;Spell Slots<br />
The Coffeelock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your coffeelock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a {{5g|Short Rest|short}} or {{5g|Long Rest}}.<br />
<br />
For example, when you are 5th level, you have one 3rd-level spell slots. To cast the 1st-level spell ''{{5g|thunderwave}}'', you must spend one of those slots, and you cast it as a 3rd-level spell.<br />
<br />
;Spells Known of 1st Level and Higher<br />
At 1st level, you know two 1st-level spells of your choice from the {{5g|Warlock Spell List}} or {{5g|Sorcerer Spell List}}.<br />
<br />
The Spells Known column of the Coffeelock table shows when you learn more coffeelock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new coffeelock spell, which can be 1st, 2nd, or 3rd level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the {{5g|Warlock Spell List}} or {{5g|Sorcerer Spell List}} you know and replace it with another spell from the {{5g|Warlock Spell List}} or {{5g|Sorcerer Spell List}}, which also must be of a level for which you have spell slots.<br />
<br />
;Spellcasting Ability<br />
{{5a|cha}} is your spellcasting ability for your coffeelock spells, so you use your {{5a|cha}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|cha}} modifier when setting the {{5g|Saving Throw}} DC for a coffeelock spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your {{5g|Proficiency Bonus}} + your {{5a|cha}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your {{5g|Proficiency Bonus}} + your {{5a|cha}} modifier</tt></code><br />
<br />
;Spellcasting Focus<br />
You can use an {{5g|Arcane Focus}} as a spellcasting focus for your coffeelock spells.<br />
<br />
==== Eldritch Invocations ====<br />
<br />
In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.<br />
<br />
At 2nd level, you gain one eldritch invocation of your choice. Your invocation options are detailed at the end of the coffeelock description or at the end of the warlock class description. When you gain certain coffeelock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Coffeelock table.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.<br />
<br />
==== Pact Boon ====<br />
<br />
At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.<br />
<br />
;Pact of the Chain<br />
You learn the ''{{5g|Find Familiar}}'' spell and can cast it as a {{5g|About Spells#Rituals|ritual}}. The spell doesn't count against your number of spells known.<br />
<br />
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: {{5g|imp}}, {{5g|pseudodragon}}, {{5g|quasit}}, or {{5g|sprite}}.<br />
<br />
Additionally, when you take the {{5g|Attack Action|Attack}} action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its reaction.<br />
<br />
;Pact of the Blade<br />
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming {{5g|Damage Resistance|resistance}} and immunity to nonmagical attacks and damage.<br />
<br />
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a {{5g|Short Rest}}. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.<br />
<br />
;Pact of the Tome<br />
Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list (the three needn't be from the same list). While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. If they don't appear on the coffeelock spell list, they are nonetheless coffeelock spells for you.<br />
<br />
If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a {{5g|Short Rest|short}} or {{5g|Long Rest}}, and it destroys the previous book. The book turns to ash when you die.<br />
<br />
;Pact of the Talisman<br />
Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.<br />
<br />
If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.<br />
<br />
;Pact of the Magic<br />
You create a jewlery that serves as a focus for your metamagic. You learn one metamagic of your choice from the sorcerer class. Whenever you complete a long rest, you may change your metamagic.<br />
<br />
Additionally, when you make an ability check that fails, you can spend 1 coffee point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.<br />
<br />
If you lose your jewlery, you can perform a 1-hour ceremony to create a replacement. This ceremony can be performed during a {{5g|Short Rest|short}} or {{5g|Long Rest}}, and it destroys the jewlery. The jewlery turns to dust when you die.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
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.<br />
<br />
==== Mystic Arcanum ====<br />
<br />
At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the {{5g|Warlock Spell List}} or {{5g|Sorcerer Spell List}} as this arcanum.<br />
<br />
You can cast your arcanum spell once without expending a spell slot. You must finish a {{5g|Long Rest}} before you can do so again.<br />
<br />
At higher levels, you gain more {{5g|Warlock Spell List}} or {{5g|Sorcerer Spell List}} of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a {{5g|Long Rest}}.<br />
<br />
==== Sorcerous Restoration ====<br />
<br />
At 20th level, you regain 4 expended coffee points whenever you finish a short rest.<br />
<br />
== Expanded Eldritch Invocations ==<br />
=== Weave Manuplation ===<br />
You learn one metamagic option from the sorcerer class. Whenever you level up in this class, you may choose to replace this metamagic for a different metamagic option.<br />
<br />
=== Instant Coffee ===<br />
You create a wicked brew of coffee. As a ritual that takes 1 minute, you can create a cup of coffee infused magic. When a creature drinks the entire cup of magical coffee, they ignore all effects of exhastion for 1 hour. This magical coffee goes bad when it reach room tempature which is always 1 hour after brewing.<br />
<br />
You can make this magical coffee once per long rest.<br />
<br />
Additionally, as an action, you transform a tiny container filled with water into coffee.<br />
<br />
== Otherworldly Orgins ==<br />
You can pick any sorcerer or warlock subclasses. If you pick a sorcerer subclass, at 10th level, you gain an additional eldritch invocation. If you pick a warlock subclass, at 18th level, you gain an additional eldritch invocation. <br />
<br />
== Multiclassing ==<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Coffeelock class, you must meet these prerequisites: char 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Coffeelock class, you gain the following proficiencies: Light armor and simple weapons<br />
<br />
<vote type=1/><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Sorcerer Tag]]<!-often gets magical ability from a separate source, has sorcery points and a spell slot table-><br />
[[Category:Warlock Tag]]<!-pact-based arcane caster-><br />
[[Category:5e Class Mashup]]<!-keep this category if the class uses multiple tags-></div>Levelnom1https://www.dandwiki.com/w/index.php?title=Chair_(5e_Subclass)&diff=1803868Chair (5e Subclass)2024-02-02T05:00:44Z<p>Levelnom1: </p>
<hr />
<div>{{April Fools}}<br />
<br/><br/><br/><br/><br />
==Chair==<br />
<div class="externalimage-holder" style="width:30%;float:right">{{5e Image|float:right|https://static5.depositphotos.com/1060649/531/i/950/depositphotos_5315433-stock-photo-royal-furniture-in-a-luxurious.jpg|VictoriaAndrea, https://depositphotos.com/photo/royal-furniture-in-a-luxurious-interior-5315433.html}}</div><br />
''Warlock Subclass''<br />
<br />
A Tiefling explores a tavern on a floating island. Down the hallway she spotted an end end with a painting and a chair. She approached the chair. The chair looks so comfortable to sit in and it has been a long day after dealing with a group of cultist. The Tiefling sits down with a sigh of relief. Failed charisma saving throw. This is the most comfortable chair that she ever sit in. Failed charisma saving throw. It feels like the chair was made just for her. Failed charisma saving throw. All of the Tiefling's worries melt away. Failed charisma saving throw. Nothing matters. Just enjoying the comfortable chair. Failed charisma saving throw. The world fades away leaving the Tiefling in great peace. Failed charisma saving throw. She can see the light. Failed charisma saving throw. It is getting brighter. Passed charisma saving throw. Tiefling opens her eyes. The chair no longer had its god-like comfort. It is still a very comfortable chair but compared what it was a moment ago, it is painfully uncomfortable. The Tiefling stands up. She has a minor head ache from all the physic damage that nearly took her life. Tiefling looks around and unable to find the source of this pain. The Tiefling sighs and looks at the chair. She wishes that she can experience that god-like comfort but the once of the life event has passed.<br />
<br />
; Expanded Spell List<br />
The Chair lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.<br />
{| class="wikitable"<br />
|+ Chair Expanded Spells<br />
|-<br />
! Spell Level !! Spells<br />
|-<br />
| 1st || Command, Dissonant Whispers<br />
|-<br />
| 2nd || Calm Emotions, Tasha's Mind Whip<br />
|-<br />
| 3rd || Antagonize, Fast Friends<br />
|-<br />
| 4th || Dominate Beast, Phantasmal Killer<br />
|-<br />
| 5th || Geas, Synaptic Static<br />
|}<br />
;Master Chair Builder<br />
At 1st level, you have the desire to share this god-comfort with everyone else. You gain proficiency in Carpenter's tools, Leatherworker's tools, Mason's tools, or Woodcarver's tools.<br />
<br />
During a short or long rest, you can make chair as long you have enough materials and correct tools. All chairs that you create will always be extremely comfortable (good appearance is not guaranteed).<br />
<br />
;Comforts of the Simple Chair<br />
At 1st level, you learn the ability to grant others the fraction of the god-like comforts that you experienced on that faithful day. You carve, paint, or create ruined on an object made for sitting. This process takes 10 minutes to complete. These ruins remain effective for one hour before it fades away.<br />
<br />
The next creature to sit on the Simple Chair for a total of 1 minutes (uninterrupted), that creature makes a wisdom saving throw vs your spell dc or be charmed by the chair. While charmed this way, the creature believes that this is the most comfortable chair that they ever sit in. As such, it will take great effort to convince the charmed creature from leaving their chair. This effect ends on a target after 1 hour, if it takes any damage, or leaves the chair.<br />
<br />
If a target succeeds on its saving throw, the target has no hint that the chair (or you indirectly) tried to charm it.<br />
<br />
You can use this feature up to your charisma modifier per short or long rest.<br />
<br />
;Awaken Chair<br />
At 6th level, you breath life into a chair to foretell its stories. As an action, you can animate one Large or smaller nonmagical item that is made to be sit on within 30 feet of you that isn’t being worn or carried. The animate item uses the Awaken Chair stat block, which uses your proficiency bonus (PB). The chair is friendly to you and your companions and obeys your commands. It lives for 1 hour, until it is reduced to 0 hit points, or until you die. The chair speaks but has no memories of the time that it was not awakened.<br />
<br />
In combat, the item shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the item can take any action of its choice, not just Dodge.<br />
<br />
Once you awaken a chair with this feature, you can’t do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use this feature again. You can have only one chair animated by this feature at a time; if you use this action and already have a awaken chair from this feature, the first one immediately becomes inanimate.<br />
<br />
<table class="wikitable"><br />
<tr><br />
<th colspan="6">Awaken Chair Stat</th><br />
</tr><br />
<tr><br />
<td colspan="6"><em>Large or smaller Construct</em></td><br />
</tr><br />
<tr><br />
<td colspan="6"><strong>Armor Class:</strong> 12 + PB (natural armor)</td><br />
</tr><br />
<tr><br />
<td colspan="6"><strong>Hit Points:</strong>10+5 times your warlock level</td><br />
</tr><br />
<tr><br />
<td colspan="6"><strong>Speed:</strong> 30 ft.</td><br />
</tr><br />
<tr><br />
<th>STR</th><br />
<th>DEX</th><br />
<th>CON</th><br />
<th>INT</th><br />
<th>WIS</th><br />
<th>CHA</th><br />
</tr><br />
<tr><br />
<td>18 (+4)</td><br />
<td>14 (+2)</td><br />
<td>16 (+3)</td><br />
<td>4 (-3)</td><br />
<td>10 (+0)</td><br />
<td> 7 (-2)</td><br />
</tr><br />
<tr><br />
<td colspan="6"><strong>Damage Immunities:</strong> poison, psychic</td><br />
</tr><br />
<tr><br />
<td colspan="6"><strong>Condition Immunities:</strong> charmed, exhaustion, poisoned, frightened</td><br />
</tr><br />
<tr><br />
<td colspan="6"><strong>Senses:</strong> Darkvision 60 ft., passive Perception 19</td><br />
</tr><br />
<tr><br />
<td colspan="6"><strong>Languages:</strong> understands and speaks the languages you speak</td><br />
</tr><br />
<tr><br />
<td colspan="6"><strong>Challenge:</strong> PB </td><br />
</tr><br />
<tr><br />
<td colspan="6"><strong>Immutable Form:</strong> The chair is immune to any spell or effect that would alter its form.</td><br />
</tr><br />
<td colspan="6"><strong>Alure of Comfort:</strong>Whenever a creature enters the same space as the chair, they have to make a charisma saving throw vs your spell DC. On a failure, they sit on this chair and become grappled. Creatures with immunity to charm is unaffected by this trait</td><br />
</tr><br />
<tr><br />
<th colspan="6">Actions</th><br />
</tr><br />
<tr><br />
<td colspan="6"><strong><em>Call of Comfort.</em></strong> Choose a creature with 10 ft. They make a wisdom saving throw vs your spell save dc. On a failure, they are entranced to move 10 ft closer to the chair and take 1d6 physic damage. Creatures immune to charm no not move but they still take full damage.</td><br />
</tr><br />
</table><br />
<br />
;Creature of Comfort<br />
At 10th level, is in the creature's nature to seek out comfort in thing: like chairs. You can cast sleep or catnap without spell slots as long as the target is on an object made for sitting. When you cast this spell this way, effected creature gains immunity to all damage except physic damage for the duration of the spell. Once you cast either spell, you cannot use feature again until you complete a short or long rest.<br />
<br />
Additionally, whenever you deal damage to a charmed creature on an object made for sitting, you do not break the charm effect.<br />
<br />
;Glory of the Chair<br />
At 14th level, you can spread your devotion to chairs to other mortals. When you are sitting on an object made to be sit on, you can use your bonus action to create an aura from your chair. This effect last for 1 minute, you are removed from the chair, or until you are incapacitated. For the duration, whenever any creature tries to attack you or the chair for the first time on a turn, the attacker must make a Charisma saving throw against your spell save DC. On a failed save, it can’t attack you nor the chair on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your spells on your next turn.<br />
<br />
Additionally, while this glory is in effect, the chair cannot be destroyed and produce "divine" light up to 5 ft away.<br />
<br />
Once you activate this glory, you can’t do so again until you finish a short or long rest.<br />
<br />
===New Pact Boon ===<br />
;Pact of the Comfort<br />
* You are given a chair of unbelievable power (and comfort). As a bonus action, choose an unoccupied spot within 30 ft from you. Your Comfort Chair appears in that location. Comfort Chair is a medium sized object with 8 AC and 5 HP. When destroyed, a faint scream can be heard and the pieces of Comfort Chair disappears.<br />
* You can have only one Comfort Chair at a time. If you create a new chair, the old chair teleports to the new location with fully repaired. This teleport does not bring anything or anyone with it<br />
* When you cast a spell with a range of touch, your Comfort Chair can deliver the spell as if it had cast the spell. Your chair must be within 100 feet of you. If the spell requires an attack roll, you use your attack modifier for the roll.<br />
* When a creature enters the square of the Comfort Chair, you can force that creature to make a charisma saving vs your spell dc. On a failure, that creature is compelled to sit on Comfort Chair and become charmed by the chair. While charmed this way, creature believes that this is the most comfortable chair that ever sat on.<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
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{{5e Subclasses Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Subclass]]<br />
[[Category:Warlock]]</div>Levelnom1https://www.dandwiki.com/w/index.php?title=Chair_(5e_Subclass)&diff=1803827Chair (5e Subclass)2024-02-02T02:59:23Z<p>Levelnom1: Created page with "{{stub|Incomplete. See the 5e Class Design Guide#Subclasses if you need help.}} ==Chair== <div class="externalimage-holder" style="width:30%;float:right">{{5e Image|float:..."</p>
<hr />
<div>{{stub|Incomplete. See the [[5e Class Design Guide#Subclasses]] if you need help.}}<br />
==Chair==<br />
<div class="externalimage-holder" style="width:30%;float:right">{{5e Image|float:right|https://static5.depositphotos.com/1060649/531/i/950/depositphotos_5315433-stock-photo-royal-furniture-in-a-luxurious.jpg|VictoriaAndrea, https://depositphotos.com/photo/royal-furniture-in-a-luxurious-interior-5315433.html}}</div><br />
''Warlock Subclass''<br />
<br />
A Tiefling explores a tavern on a floating island. Down the hallway she spotted an end end with a painting and a chair. She approached the chair. The chair looks so comfortable to sit in and it has been a long day after dealing with a group of cultist. The Tiefling sits down with a sigh of relief. Failed charisma saving throw. This is the most comfortable chair that she ever sit in. Failed charisma saving throw. It feels like the chair was made just for her. Failed charisma saving throw. All of the Tiefling's worries melt away. Failed charisma saving throw. Nothing matters. Just enjoying the comfortable chair. Failed charisma saving throw. The world fades away leaving the Tiefling in great peace. Failed charisma saving throw. She can see the light. Failed charisma saving throw. It is getting brighter. Passed charisma saving throw. Tiefling opens her eyes. The chair no longer had its god-like comfort. It is still a very comfortable chair but compared what it was a moment ago, it is painfully uncomfortable. The Tiefling stands up. She has a minor head ache from all the physic damage that nearly took her life. Tiefling looks around and unable to find the source of this pain. The Tiefling sighs and looks at the chair. She wishes that she can experience that god-like comfort but the once of the life event has passed.<br />
<br />
; Expanded Spell List<br />
The Chair lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.<br />
{| class="wikitable"<br />
|+ Chair Expanded Spells<br />
|-<br />
! Spell Level !! Spells<br />
|-<br />
| 1st || Command, Dissonant Whispers<br />
|-<br />
| 2nd || Calm Emotions, Tasha's Mind Whip<br />
|-<br />
| 3rd || Antagonize, Fast Friends<br />
|-<br />
| 4th || Dominate Beast, Phantasmal Killer<br />
|-<br />
| 5th || Geas, Synaptic Static<br />
|}<br />
;Master Chair Builder<br />
At 1st level, you have the desire to share this god-comfort with everyone else. You gain proficiency in Carpenter's tools, Leatherworker's tools, Mason's tools, or Woodcarver's tools.<br />
<br />
During a short or long rest, you can make chair as long you have enough materials and correct tools. All chairs that you create will always be extremely comfortable (good appearance is not guaranteed).<br />
<br />
;Comforts of the Simple Chair<br />
At 1st level, you learn the ability to grant others the fraction of the god-like comforts that you experienced on that faithful day. You carve, paint, or create ruined on an object made for sitting. This process takes 10 minutes to complete. These ruins remain effective for one hour before it fades away.<br />
<br />
The next creature to sit on the Simple Chair for a total of 1 minutes (uninterrupted), that creature makes a wisdom saving throw vs your spell dc or be charmed by the chair. While charmed this way, the creature believes that this is the most comfortable chair that they ever sit in. As such, it will take great effort to convince the charmed creature from leaving their chair. This effect ends on a target after 1 hour, if it takes any damage, or leaves the chair.<br />
<br />
If a target succeeds on its saving throw, the target has no hint that the chair (or you indirectly) tried to charm it.<br />
<br />
You can use this feature up to your charisma modifier per short or long rest.<br />
<br />
;Awaken Chair<br />
At 6th level, you breath life into a chair to foretell its stories. As an action, you can animate one Large or smaller nonmagical item that is made to be sit on within 30 feet of you that isn’t being worn or carried. The animate item uses the Awaken Chair stat block, which uses your proficiency bonus (PB). The chair is friendly to you and your companions and obeys your commands. It lives for 1 hour, until it is reduced to 0 hit points, or until you die. The chair speaks but has no memories of the time that it was not awakened.<br />
<br />
In combat, the item shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the item can take any action of its choice, not just Dodge.<br />
<br />
Once you awaken a chair with this feature, you can’t do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use this feature again. You can have only one chair animated by this feature at a time; if you use this action and already have a awaken chair from this feature, the first one immediately becomes inanimate.<br />
<br />
<table class="wikitable"><br />
<tr><br />
<th colspan="6">Awaken Chair Stat</th><br />
</tr><br />
<tr><br />
<td colspan="6"><em>Large or smaller Construct</em></td><br />
</tr><br />
<tr><br />
<td colspan="6"><strong>Armor Class:</strong> 12 + PB (natural armor)</td><br />
</tr><br />
<tr><br />
<td colspan="6"><strong>Hit Points:</strong>10+5 times your warlock level</td><br />
</tr><br />
<tr><br />
<td colspan="6"><strong>Speed:</strong> 30 ft.</td><br />
</tr><br />
<tr><br />
<th>STR</th><br />
<th>DEX</th><br />
<th>CON</th><br />
<th>INT</th><br />
<th>WIS</th><br />
<th>CHA</th><br />
</tr><br />
<tr><br />
<td>18 (+4)</td><br />
<td>14 (+2)</td><br />
<td>16 (+3)</td><br />
<td>4 (-3)</td><br />
<td>10 (+0)</td><br />
<td> 7 (-2)</td><br />
</tr><br />
<tr><br />
<td colspan="6"><strong>Damage Immunities:</strong> poison, psychic</td><br />
</tr><br />
<tr><br />
<td colspan="6"><strong>Condition Immunities:</strong> charmed, exhaustion, poisoned, frightened</td><br />
</tr><br />
<tr><br />
<td colspan="6"><strong>Senses:</strong> Darkvision 60 ft., passive Perception 19</td><br />
</tr><br />
<tr><br />
<td colspan="6"><strong>Languages:</strong> understands and speaks the languages you speak</td><br />
</tr><br />
<tr><br />
<td colspan="6"><strong>Challenge:</strong> PB </td><br />
</tr><br />
<tr><br />
<td colspan="6"><strong>Immutable Form:</strong> The chair is immune to any spell or effect that would alter its form.</td><br />
</tr><br />
<td colspan="6"><strong>Alure of Comfort:</strong>Whenever a creature enters the same space as the chair, they have to make a charisma saving throw vs your spell DC. On a failure, they sit on this chair and become grappled. Creatures with immunity to charm is unaffected by this trait</td><br />
</tr><br />
<tr><br />
<th colspan="6">Actions</th><br />
</tr><br />
<tr><br />
<td colspan="6"><strong><em>Call of Comfort.</em></strong> Choose a creature with 10 ft. They make a wisdom saving throw vs your spell save dc. On a failure, they are entranced to move 10 ft closer to the chair and take 1d6 physic damage. Creatures immune to charm no not move but they still take full damage.</td><br />
</tr><br />
</table><br />
<br />
;Creature of Comfort<br />
At 10th level, is in the creature's nature to seek out comfort in thing: like chairs. You can cast sleep or catnap without spell slots as long as the target is on an object made for sitting. When you cast this spell this way, effected creature gains immunity to all damage except physic damage for the duration of the spell. Once you cast either spell, you cannot use feature again until you complete a short or long rest.<br />
<br />
Additionally, whenever you deal damage to a charmed creature on an object made for sitting, you do not break the charm effect.<br />
<br />
;Glory of the Chair<br />
At 14th level, you can spread your devotion to chairs to other mortals. When you are sitting on an object made to be sit on, you can use your bonus action to create an aura from your chair. This effect last for 1 minute, you are removed from the chair, or until you are incapacitated. For the duration, whenever any creature tries to attack you or the chair for the first time on a turn, the attacker must make a Charisma saving throw against your spell save DC. On a failed save, it can’t attack you nor the chair on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your spells on your next turn.<br />
<br />
Additionally, while this glory is in effect, the chair cannot be destroyed and produce "divine" light up to 5 ft away.<br />
<br />
Once you activate this glory, you can’t do so again until you finish a short or long rest.<br />
<br />
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----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Subclass]]<br />
[[Category:Warlock]</div>Levelnom1https://www.dandwiki.com/w/index.php?title=Inheritor_(DndNext_Sorcerer_Variant)_(5e_Class)&diff=1802030Inheritor (DndNext Sorcerer Variant) (5e Class)2024-01-28T02:04:56Z<p>Levelnom1: Created page with "{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the 5e Class Design Guide.}} == Inheritor == Magic is part of a sorcerer..."</p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Inheritor ==<br />
<br />
Magic is part of a sorcerer’s being. In some sorcerers, it is an untamed, wild power that surges and<br />
roils, constantly on the verge of breaking free. In others, it is a smooth, sweet charge that tingles in<br />
the blood, bubbling forth in breath and the spoken word. Some sorcerers think it seems to have a<br />
mind of its own, while for others it is more like a raging storm—neither willful nor malicious, but<br />
destructive, nonetheless.<br />
The origin of this magical power is just as varied. Some trace it to an ancient draconic bloodline,<br />
while some pin it to the mischievous influence of the fey. Sometimes it’s the result of exposure to a<br />
powerful spell or planar phenomenon, and sometimes the result of a malign intrusion into the<br />
sorcerer’s mind.<br />
Whatever its nature and origin, a sorcerer’s magic requires a powerful will to harness and shape it,<br />
and to keep it in check. The more a sorcerer allows this power to emerge, the less controlled it<br />
becomes. As a sorcerer’s willpower begins to ebb and his or her magic surges, the sorcerer begins to<br />
transform. The sorcerer seems to diminish as the magic takes over, its characteristics overshadowing<br />
the sorcerer’s own body and personality<br />
<br />
=== Original Sorcerers ===<br />
<br />
Long ago, in ancient times, the weave was closely connected with the people. Some of these people become so tightly interwoven with the weave, that they become spellcasters. These natural spell casters were called sorcerers. As they master their magic, their body slowly become a magical a creature. Each of these sorcerers draw their magic or inspired by a certain way of magic. This transformation into a magic creature cause many people to fear these ancient sorcerers. Eventually, the practice of sorcery was banned.<br />
<br />
As history continues its path, people forget about the transforming sorcerers. Over time they learn more about the world and magic. Eventually, the some people naturally drawn to the weave. These people once more can naturally become spell casters. Like the people before them, they were called sorcerers. Unlike the ancient sorcerers, they master magic without transforming themselves. They are often compared to the studious wizards. These sorcerers become the sorcerers that we know in and love in the official dnd.<br />
<br />
What happened to the ancient sorcerers? Eventually, scholars and historians discover the old writing from the days of the ancient sorcerers. They brought back the old teaching to the modern day. To keep people from confusing the two different types of sorcerers, the ancient sorcerers are called Inheritors. Today, some people teach existing, young sorcerers on how to become an Inheritor. And as such, the old ways become renewed.<br />
<br />
=== Heritage Origin ===<br />
Some event in your own past history or that of<br />
a parent or ancestor left<br />
its<br />
indelible<br />
mark on<br />
you, leaving magic<br />
as an inherent part of your<br />
being. This font of arcane magic, whatever its<br />
origin, fuels your spells and also grants you<br />
supernatural abilities called sorcerous powers<br />
that are directly tied to your origin.<br />
Just a<br />
so, you can focus your will to cast spells,<br />
you can harness those same reserves of<br />
willpower to manifest these sorcerous<br />
powers. However, as your willpower begins to<br />
fail, your magic begins to overshadow you. As<br />
you diminish, your magic takes over,<br />
transforming your body (and sometimes your<br />
personality) into something more akin to the<br />
source of your power. As the magic within<br />
you grow in power, so does the strength of<br />
these transformations, until you look less like<br />
yourself and more like a physical<br />
manifestation of your sorcerous origin.<br />
<br />
=== Creating an Inheritor ===<br />
<div class="externalimage-holder" style="width:50%;float:right;"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
<!--Questions to help a player develop a character--><br />
<br />
;Quick Build<br />
You can make an Inheritor quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Artisan background. Third, choose <!-elaborate on equipment choices-> <br />
<br />
{{5e Class Features<br />
|name=Inheritor<br />
|summary=Half Caster becomes a martial character as they run out of mana<br />
|hd=8<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor=Light and Medium armor and shield<br />
|weapons=simple weapons<br />
|tools=None<br />
|saves=Constitution, Charisma<br />
|skills=Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion<br />
|item1a=a {{5e|Mace}}<br />
|item1b=a {{5e|Warhammer}} (if proficient)<br />
|item2a=(a) {{5e|Scale Mail (Armor)|scale mail}}, (b) {{5e|Leather (Armor)|leather armor}}, or (c) {{5e|Chain Mail (Armor)|chain mail}} (if proficient)<br />
|item2b=<br />
|item3a=a {{5e|Crossbow, Light|light crossbow}} and {{5e|Crossbow Bolts (20)|20 bolts}}<br />
|item3b=any simple weapon<br />
|item4a=a Dungeon's pack<br />
|item4b=an [[5e SRD:Equipment Packs#Explorer's Pack|explorer's pack]]<br />
|item5a=A {{5e|Shield (Armor)|shield}} and a {{5e|Arcane Focus}}<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Sorcery}}, {{inpage|Heritage Origin}}<br />
|classfeatures2={{inpage|Sidestep}}<br />
|classfeatures3={{inpage|Metamagic}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Whim of the Weave}}<br />
|classfeatures6=[[#Heritage Origins|Heritage Origin Feature]]<br />
|classfeatures7={{inpage|Metamagic}}<br />
|classfeatures8=<br />
|classfeatures9=-<br />
|classfeatures10=[[#Heritage Origins|Heritage Origin Feature]]<br />
|classfeatures11={{inpage|Weave Empowerment}}<br />
|classfeatures12=<br />
|classfeatures13=-<br />
|classfeatures14=[[#Heritage Origins|Heritage Origin Feature]]<br />
|classfeatures15={{inpage|Metamagic}}<br />
|classfeatures16=<br />
|classfeatures17=-<br />
|classfeatures18=[[#Heritage Origins|Heritage Origin Feature]]<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Weave Control}}<br />
<br />
|extrasonleft=<br />
|extra1_name=Cantrips Known<br />
|extra1_1=3<br />
|extra1_2=3<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=4<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
<br />
|extra2_name=Spells Known<br />
|extra2_1=2<br />
|extra2_2=3<br />
|extra2_3=4<br />
|extra2_4=5<br />
|extra2_5=6<br />
|extra2_6=7<br />
|extra2_7=8<br />
|extra2_8=9<br />
|extra2_9=10<br />
|extra2_10=11<br />
|extra2_11=12<br />
|extra2_12=12<br />
|extra2_13=13<br />
|extra2_14=13<br />
|extra2_15=14<br />
|extra2_16=14<br />
|extra2_17=15<br />
|extra2_18=15<br />
|extra2_19=15<br />
|extra2_20=15<br />
<br />
|extra3_name=Willpower<br />
|extra3_1=2<br />
|extra3_2=5<br />
|extra3_3=7<br />
|extra3_4=8<br />
|extra3_5=11 <br />
|extra3_6=12<br />
|extra3_7=14<br />
|extra3_8=15<br />
|extra3_9=18<br />
|extra3_10=19<br />
|extra3_11=21<br />
|extra3_12=22<br />
|extra3_13=25<br />
|extra3_14=26<br />
|extra3_15=28<br />
|extra3_16=29<br />
|extra3_17=32<br />
|extra3_18=33<br />
|extra3_19=35<br />
|extra3_20=36<br />
<br />
|extra4_name=Max Spell Level<br />
|extra4_1=1<br />
|extra4_2=1<br />
|extra4_3=1<br />
|extra4_4=1<br />
|extra4_5=2<br />
|extra4_6=2<br />
|extra4_7=2<br />
|extra4_8=2<br />
|extra4_9=3<br />
|extra4_10=3<br />
|extra4_11=3<br />
|extra4_12=3<br />
|extra4_13=4<br />
|extra4_14=4<br />
|extra4_15=4<br />
|extra4_16=4<br />
|extra4_17=5<br />
|extra4_18=5<br />
|extra4_19=5<br />
|extra4_20=5<br />
}}<br />
<br />
==== Sorcery ====<br />
Your<br />
spells<br />
are not learned from books or<br />
granted by pacts or prayers. They come from<br />
within you,<br />
from magic that flows within you<br />
just<br />
as your blood and breath do. The magic<br />
within you surges and seethes, and<br />
unleashing it into the world is tremendous<br />
act of will.<br />
<br />
Sorcery has the similar magical effect that<br />
functions as a spell in all respects, except that<br />
casting a sorcery spell does not require you<br />
to speak or have a hand free (somatic or verbal component), and the power is<br />
not subject to spell disruption (counter spell and other similar effects).<br />
<br />
;Cantrips<br />
At 1st level, you know four cantrips of your choice from the [[5e SRD:Sorcerer Spell List|sorcerer spell list]]. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.<br />
<br />
;Will Power<br />
The Inheritor table shows how many will power you have to fuel your features and cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a number of will power equal to the spell level. You cannot cast spells higher than the maximum spell level as seen in the Max Spell Level column in the Inheritor table. You regain all expended willpower when you finish a long rest.<br />
<br />
For example, if you know the 1st-level spell [[5e SRD:Burning Hands|''burning hands'']] and have a 10 will power with the max spell level of 2, you can cast [[5e SRD:Burning Hands|''burning hands'']] at 1st level by spending 1 will point or 2nd level by spending 2 will points.<br />
<br />
;Spells Known of 1st Level and Higher<br />
You know two 1st-level spells of your choice from the [[5e SRD:Sorcerer Spell List|sorcerer spell list]].<br />
<br />
The Spells Known column of the Inheritor table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level equal to the max spell level. For instance, when you reach 6th level in this class, you can learn one new spelling of the 1st or 2nd level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be equal to or lower than your max spell level.<br />
<br />
;Spellcasting Ability<br />
{{5a|cha}} is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your {{5a|cha}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|cha}} modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|cha}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|cha}} modifier</tt></code><br />
<br />
;Spellcasting Focus<br />
You can use an {{5e|arcane focus}} as a spellcasting focus for your sorcerer spells.<br />
<br />
==== Heritage Origin ====<br />
<br />
At 1st level, you can choose a [[#Heritage Origins|Heritage origin]], which describes the source of your innate magical power.<br />
<br />
Your choice grants you features when you choose it at 1st level and again at 6th, 10th, 14th, and 18th level.<br />
<br />
==== Sidestep ====<br />
At 2nd level, you are used to taking a step back to avoid danger. As a bonus action, you can move up to 5 ft. This movement does not trigger any attack of opportunity. While sidestep ignore any speed reduction, like difficult terrain, you must have at least 5ft of movement speed to use this feature.<br />
<br />
==== Metamagic ====<br />
<br />
At 3rd level, you gain the ability to twist your spells to suit your needs. You gain one of the following Metamagic options of your choice. You gain another one at 7th and 15th level.<br />
<br />
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<br />
<br />
;Careful Spell<br />
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 will power and choose a number of those creatures up to your {{5a|cha}} modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.<br />
<br />
;Distant Spell<br />
When you cast a spell that has a range of 5 feet or greater, you can spend 1 willpower to double the range of the spell.<br />
<br />
When you cast a spell that has a range of touch, you can spend 1 will power to make the range of the spell 30 feet.<br />
<br />
;Empowered Spell<br />
When you roll damage for a spell, you can spend 1 will power to reroll a number of the damage dice up to your {{5a|cha}} modifier (minimum of one). You must use the new rolls.<br />
<br />
You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.<br />
<br />
;Extended Spell<br />
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 will power to double its duration, to a maximum duration of 24 hours.<br />
<br />
;Heightened Spell<br />
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 will powers to give one target of the spell {{5e|Disadvantage}} on its first saving throw made against the spell.<br />
<br />
;Quickened Spell<br />
When you cast a spell that has a casting time of 1 action, you can spend 2 will powers to change the casting time to 1 bonus action for this casting.<br />
<br />
;Subtle Spell<br />
When you cast a spell, you can spend 1 will power to cast it without any somatic or verbal components. When you cast a sorcery spell, you can cast it without any somatic and verbal components.<br />
<br />
;Twinned Spell<br />
When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of will powers equal to the spell's level to target a second creature in range with the same spell (1 will power if the spell is a cantrip).<br />
<br />
To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, [[5e SRD:Magic Missile|''magic missile'']] and [[5e SRD:Scorching Ray|''scorching ray'']] aren't eligible, but [[5e SRD:Ray of Frost|''ray of frost'']] is.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
When you reach 4th level, and again at the 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.<br />
<br />
==== Whims of the Weave ====<br />
At 5th level, you are at the whims of the weave. When you are filled with magic, your spells freely flow out. When you are running out of magic, your magic boaster your physical prowess. <br />
<br />
When you have more than half of your willpower left, you gain a boast to your spells. Whenever you cast a spell, you add your Charisma modifier (minimum of +1) to one roll of the spell.<br />
<br />
When you are at half or less than your will power left, you gain extra attack. Whenever you take the attack action, you can attack two times, instead of one time.<br />
<br />
==== Weave Empowerment ====<br />
At the 11th level, you channel part of the weave into your attacks. When you have more than half of your willpower left, you gain empowerment to your spells. Whenever you cast a spell, you add 1d6 to one roll of the spell.<br />
<br />
When you are at half or less than your will power left, you gain an empowerment to your physical attacks. Your natural, unarmed, and weapon deals an extra 1d6 damage. This extra damage is magical for the purpose of overcoming non-magical resistances.<br />
<br />
==== Weave Control ====<br />
At the 20th level, you have full control on how the weave influences your body and magic. You gain all features from {{inpage|Whims of the Weave}} and {{inpage|Weave Empowerment}} regardless of your current amount of willpower.<br />
<br />
Additionally, as a bonus action, you can activate or disactivate any features from sorcerous origins that is based on how much of willpower that you have spent regardless of how much you actually used.<br />
<br />
== Heritage Origins ==<br />
Unlike the modern-day sorcerers, Inheritor is more closely connected with their source of power. As Inheritor's willpower is depleted, them <br />
heritage transforms them. It might manifest<br />
the personality traits of their heritage, as well as physical traits. This "takeover" from heritage is the natural process of the body regaining lost willpower in the most efficient way possible. The closer a person is to their heritage, the more willpower they can regain after a long rest.<br />
<br />
;Transformations<br />
Almost at every level that an Inheritor gains a feature from their heritage, they gain a transformation of some kind. These transformations often have the wording of "When you spend a total of X willpower, this transformation happens." Unless told otherwise, this transformation automatically activates when the total willpower is spent without requiring the Inheritor to use an action or even to be conscious. Unless told otherwise or a transformation requires willpower or action, transformation cannot be delayed or stopped. Transformations are a type of curse, similar to lycanthropy. As such, transformation can be only removed when willpower is restored, like during a long rest, or through treatment similar to treatment of lycanthropy.<br />
<br />
=== Aberrant Mind ===<br />
An alien influence has wrapped its tendrils around your mind, giving you psionic power. You can now touch other minds with that power and alter the world around you by using it to control the magical energy of the multiverse. Will this power shine from you as a hopeful beacon to others? Or will you be a source of terror to those who feel the stab of your mind and witness the strange manifestations of you might?<br />
<br />
At your option, you can pick from or roll on the Quirks table to create a quirk for your character.<br />
<br />
{| class="wikitable"<br />
|+ Quirk<br />
|-<br />
! 1d6 !! Quirk<br />
|-<br />
| 1 || Mad Man: Your personality becomes more paranoid and unhinged as you lose willpower<br />
|-<br />
| 2 || Your eyes change color depending on your emotions<br />
|-<br />
| 3 || Multiple Personality: Your other personality become stronger and more active as you lose willpower<br />
|-<br />
| 4 || Everyone sees you with a different hair color depending on their personality<br />
|-<br />
| 5 || God Complex: Your personality becomes bolder and more charismatic as you lose willpower<br />
|-<br />
| 6 || You have a tenacle growing on your back. The tenacle has a mind of its own.<br />
|}<br />
<br />
;{{#anc: Spells}}<br />
You learn additional spells when you reach certain levels in this class, as shown on the Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.<br />
<br />
{| class="wikitable"<br />
|+ Spells<br />
|-<br />
! Inheritor Levels !! Spells<br />
|-<br />
| 1st || Message, Arms of Hadar<br />
|-<br />
| 5th || Alter Self<br />
|-<br />
| 9th || Hunger of Hadar<br />
|-<br />
| 13th || Polymorph<br />
|-<br />
| 17th || Reincarnate<br />
|}<br />
<br />
;{{#anc:Telepathic Message}}<br />
At 1st level, your mind expands and your mental tenacles reach into other people’s minds. You can cast Message as a bonus action. The range of your Message is increased to equal to your Charisma modifier (minimum of 1) times 30 ft.<br />
<br />
When you spend a total of 2 willpower and you cast Arms of Hadar, one of the tenacles from the spell continues to exist pass the duration of the spell. As an action, you can make a creature within 10 ft make a strength saving throw vs your spell dc. On a failure save, they take 1d6 necrotic damage and become grappled. You can grapple one creature per tenacle.<br />
<br />
Each time you cast Arms of Hadar, and you have spent at least 2 total willpowers, you gain an additional tenacle. You can have a maximum of tenacles equal to your charisma modifier (minimum 1).<br />
<br />
;{{#anc:Moldiable Body}}<br />
At 6th level, your body is like clay: it is very easy to change it to what you liked. When you cast Alter Self, you can spend an extra 2 willpower to gain the benefits of two different options at the same time.<br />
<br />
When you spend a total of 11 willpower, your head becomes warped. You can change the appearance of your head as if you cast disguise self when you transform. This is not an illusion, but it provides no mechanical benefits. While transformed this way, you gain resistance to psychic damage, and you have an advantage on saving throws against being charmed or frightened.<br />
<br />
;{{#anc:Never Ending Hunger}}<br />
At 9th level, your body requires more food to create more powerful transformation. When you cast Hunger of Hadar and you spend a total of 18 willpower, your eyes become black or other unnatural appearance. You are unaffected by Hunger of Hadar cast by you. Additionally, you can see through magical darkness.<br />
<br />
;{{#anc:Ever Changing Flesh}}<br />
At 13th level, your body yearns to become anything else than yourself. When you are Polymorphed by yourself, you can still cast cantrips. <br />
<br />
When you use a total of 25 willpower, your muscles become stronger, and your eyes catch the quickest movement. Your strength or dexterity is increased by 2 (max of 20) but your charisma is decreased by 2 (min of 13).<br />
<br />
;{{#anc:Secound Form}}<br />
At the 17th level, your body is ready to take its new form. You can cast Reincarnation on yourself without any material components. You can cast this spell even if you are alive (effectively changing your race).<br />
<br />
When you spend a total of 32 willpower, parts of body change into a different race. While this transformation is active, you can cast Reincarnation as a reaction to prevent yourself or someone you are touching from death. You can use this even if you are dying. When you cast reincarnation this way, that creature comes back to life with 1 hp.<br />
<br />
=== Clockwork Soul ===<br />
The cosmic force of order has suffused you with magic. That power arises from Mechanus or a realm like it—a plane of existence shaped entirely by clockwork efficiency. You, or someone from your lineage, might have become entangled in the machinations of the modrons, the orderly beings who inhabit Mechanus. Perhaps your ancestor even took part in the Great Modron March. Whatever its origin within you, the power of order can seem strange to others, but for you, it is part of a vast and glorious system.<br />
<br />
At your option, you can pick from or roll on the Quirks table to create a quirk for your character.<br />
<br />
{| class="wikitable"<br />
|+ Quirk<br />
|-<br />
! 1d6 !! Quirk<br />
|-<br />
| 1 || Logical: Your personality becomes more detached and logical as you lose willpower<br />
|-<br />
| 2 || The hands of a clock spin in your eyes.<br />
|-<br />
| 3 || Gear in the Machine: Your personality becomes calmer and more subdued as you lose willpower<br />
|-<br />
| 4 || Your skin glows with a brassy sheen.<br />
|-<br />
| 5 || Knowledgeable: Your personality becomes more pride and smart as you lose willpower<br />
|-<br />
| 6 || The ticking of gears or ringing of a clock can be heard by you and those affected by your magic.<br />
|}<br />
<br />
;{{#anc: Spells}}<br />
You learn additional spells when you reach certain levels in this class, as shown on the Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.<br />
<br />
{| class="wikitable"<br />
|+ Spells<br />
|-<br />
! Inheritor Levels !! Spells<br />
|-<br />
| 1st || Mending, Silvery Barbs<br />
|-<br />
| 5th || Aid, Air Bubble<br />
|-<br />
| 9th || Tiny Servant<br />
|-<br />
| 13th || Secret Chest<br />
|-<br />
| 17th || Antilife Shell<br />
|}<br />
<br />
;{{#anc:Order Must be Kept}}<br />
At 1st level, your ocd and sense of justice kicks in when someone is different or has an unfair advantage. You can cast mending as a bonus action.<br />
<br />
When you use a total of 2 willpower, your joints are covered and transform into metal or plastic. When you cast silvery barbs, you gain advantage to your next strength or dexterity-based ability check until the end of your next turn.<br />
<br />
;{{#anc:Artifical Lungs}}<br />
At 6th level, you discard the need for air to prevent dependency on weak organic flesh. When Aid is based on you or when you cast Aid, your, and anyone effected by your Aid spell, skin appear more metallic during the effects of the spell. When you cast Aid, you may spend an additional 2 willpower per person to grant them the effects of Air Bubble spell.<br />
<br />
When you use a total of 11 willpower, your nose and lungs become artificial. You no longer require to breath. Additionally, when Air Bubble is cast on you, you gain the benefits of Aid for the duration of the spell.<br />
<br />
;{{#anc:Clockwork Minions}}<br />
At 9th level, you create more of your kind. When your Tiny Servants from the Tiny Servant spell grants a help action to a creature with disadvantage to any of their rolls, they gain the benefits of the dodge action.<br />
<br />
When you spend a total of 18 willpower, an antenna grows from your head. You can give different commands to each of your Tiny Servants. Additionally, your tiny servants can wield a normal weapon and attack with it. They use your proficiency bonus and skill to these weapons.<br />
<br />
;{{#anc:Personal Storage}}<br />
At the 13th level, you can feel your body become more organized as you become closer to becoming a construct. As a bonus action, you can transform your skin into metal. For the next 1 hour, you are immune to poison damage. You are still affected by the poison condition.<br />
<br />
Once you use this bonus action, you can’t use it again until you finish a long rest, unless you spend 4 willpowers to use it again.<br />
<br />
When you spend a total of 25 willpower, your torse transform into a construct. You no longer require drinking or eating. Somewhere on your torso, you can open a door to access a hidden compartment. This compartment is connected to your own personal ethereal plane that is created and maintained by the Secret Chest spell. Only you can open this hidden compartment. Only you can creatures with true sight can see the hidden compartment.<br />
<br />
;{{#anc:Remove Organic Life}}<br />
At 17th level, you have desire to convert all organic life into constructs. When you cast Antilife Shell, choose any number of willing creatures in the range of this spell. Each creature chooses to cost 2 willpowers. They transformed into constructs for the duration of this spell.<br />
<br />
When you spend a total of 32 willpower, you transform into a construct. You no longer can have disadvantage to any kind of rolls.<br />
<br />
=== Divine Soul ===<br />
Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god’s name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.<br />
<br />
At your option, you can pick from or roll on the Quirks table to create a quirk for your character.<br />
<br />
{| class="wikitable"<br />
|+ Quirk<br />
|-<br />
! 1d6 !! Quirk<br />
|-<br />
| 1 || Faithful: Your personality becomes more talkative and in awe of a certain god as you lose willpower<br />
|-<br />
| 2 || Your skin glows faintly.<br />
|-<br />
| 3 || Karma: Your personality becomes sterner and seek justice as you lose willpower<br />
|-<br />
| 4 || Soft, holy music plays from you.<br />
|-<br />
| 5 || Soothing: Your personality becomes more gentile and softer spoken as you lose willpower<br />
|-<br />
| 6 || Your eye or hair is vibrant and appear to glow.<br />
|}<br />
<br />
;{{#anc: Spells}}<br />
You learn additional spells when you reach certain levels in this class, as shown on the Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.<br />
<br />
{| class="wikitable"<br />
|+ Spells<br />
|-<br />
! Inheritor Levels !! Spells<br />
|-<br />
| 1st || Light, Cure Wounds<br />
|-<br />
| 5th || Warding Bound<br />
|-<br />
| 9th || Fly<br />
|-<br />
| 13th || Aura of Purity<br />
|-<br />
| 17th || Dawn<br />
|}<br />
<br />
;{{#anc:Blessing from the Gods}}<br />
At 1st level, your divine blood makes it easier to cast healing magic. When you cast a spell that restore hit points, that creature gains a Blessing from the Gods. While blessed in this way, that creature can add 2d4 to a failed saving throw. This blessing ends after 1 minute or the blessing is used.<br />
<br />
You can use this feature once per short or long rest.<br />
<br />
;{{#anc:Divine Magic}}<br />
At 1st level, you can feel divine magic flowing through your blood. When your Sorcery feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you. You cannot cast spells from the cleric spell list until you spend at least a total of 2 willpower.<br />
<br />
When you spend a total of 2 willpower, the mark of divinity appears on you. This mark can a halo, shinning radiantly, symbol of your god, or some other mark. Your mark is always under the effects of the light cantrip. As long as your divine mark is active, you can cast cleric spells that you learned from this class.<br />
<br />
;{{#anc:Bounded by God}}<br />
At 6th level, you feel close attachment to the people you love. When you cast Warding Bond, the material component is any two rings regardless of cost and material.<br />
<br />
When you use a total of 11 willpower, holy runes appear on your skin. You can cast healing spells from the location of the person under the effect of Warding Bond. Additionally, you could have two Warding Bonds active at the same time if you use metamagic twinning spell.<br />
<br />
;{{#anc:Divine Flight}}<br />
At 9th level, you desire to fly up to the gods. When you are under the effects of the fly spell, you manifest a pair of spectral wings from your back.<br />
<br />
When you spend a total of 18 willpower, you manifest a pair of spectral wings from your back. Unlike your magical given wings, these wings grant a flying speed equal to your walking speed.<br />
<br />
;{{#anc:Presence of the Gods}}<br />
At 13th level, you can almost feel the gods next you. Any creature inside your Aura of Purity takes 4d10 fire damage (pants on fire), whenever they tell a lie.<br />
<br />
When you spend a total of 25 willpower, the air around you feel warm and peaceful. All creatures within 60 ft of you are aware of your good or bad alignment (if any). You can cast Sanctuary on yourself at will as long as Aura of Purity is active.<br />
<br />
;{{#anc:Second Coming}}<br />
At 17th level, you can make the presence of god known to everyone. You can cast Dawn on yourself. When you do so, it does not require concentration and you are unaffected by this spell. Additionally, this spell is always centered on you and cannot move away from you. Any creature that lies in Dawn will take 8d10 fire damage (engulf in flames).<br />
<br />
When you spend a total of 32 willpower, you become a celestial creature. When you die, you come back to life full of hit points. All creatures within 1 mile of you are aware that a powerful celestial creature is reborn (which may cause some creatures to flee in fear).<br />
<br />
Once you use this feature, you can’t use it again for another full week.<br />
<br />
=== Draconic ===<br />
<br />
Somewhere in your ancestry, the blood of a<br />
dragon entered your lineage. Its effects do not<br />
manifest in every generation, and they do not<br />
always appear as full-fledged inheritors<br />
powers. But in you, blood runs true. The<br />
legacy of the wyrm twines through your<br />
dreams and flesh.<br />
<br />
At your option, you can pick from or roll on the Quirks table to create a quirk for your character.<br />
<br />
{| class="wikitable"<br />
|+ Quirk<br />
|-<br />
! 1d6 !! Quirk<br />
|-<br />
| 1 || Dragon's Pride: Your personality becomes more acquisitive and prouder as you lose willpower<br />
|-<br />
| 2 || You create minor and harmless elemental effects depending on your dragon type. Ex: Blue Dragon: your blue eyes spark with electricity when you are mad.<br />
|-<br />
| 3 || Dragon's Greed: Your personality becomes more processive and greedy as you lose willpower<br />
|-<br />
| 4 || Your skin becomes scaly like a dragon born<br />
|-<br />
| 5 || Dragon's Might: Your personality becomes more arrogant and boastful as you lose willpower<br />
|-<br />
| 6 || You have a pair of horns, similar to some Tieflings<br />
|}<br />
<br />
;{{#anc:Draconic Ancestor}}<br />
At 1st level, choose a<br />
dragon type. You are descended from a<br />
dragon of that type. Your choice of dragon<br />
determines the damage type referred to in<br />
some of your sorcerous powers, and also<br />
affects your appearance and personality when<br />
you transform.<br />
<br />
<br />
{| class="wikitable"<br />
|+ Draconic Ancestry<br />
|-<br />
! Dragon !! Damage Type<br />
|-<br />
| Black || Acid<br />
|-<br />
| Blue || Lightning<br />
|-<br />
| Brass || Fire<br />
|-<br />
| Bronze || Lightning<br />
|-<br />
| Copper || Acid<br />
|-<br />
| Gold || Fire<br />
|-<br />
| Green || Poison<br />
|-<br />
| Red || Fire<br />
|-<br />
| Silver || Cold<br />
|-<br />
| White || Cold<br />
|}<br />
You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.<br />
<br />
;{{#anc:Draconic Spells}}<br />
You learn additional spells when you reach certain levels in this class, as shown on the Draconic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.<br />
<br />
{| class="wikitable"<br />
|+ Draconic Spells<br />
|-<br />
! Inheritor Levels !! Spells<br />
|-<br />
| 1st || Primal Savagery, Wrathful Smite<br />
|-<br />
| 5th || Absorb Elements<br />
|-<br />
| 9th || Fly<br />
|-<br />
| 13th || Private Sanctum<br />
|-<br />
| 17th || Cone of Cold<br />
|}<br />
<br />
;{{#anc:Born to Fight}}<br />
At 1st level, the draconic blood, which runs in your body, prepares you to fight what is yours. Your hit dice for Inheritor class is increased to 1d10.<br />
<br />
Additionally, you gain proficiency in heavy armor and one martial weapon of your choice.<br />
<br />
;{{#anc:Dragon's Might}}<br />
At 1st level, you can channel the power of the dragon through your attacks. When you use Primal Savagery, you can replace the damage type with the damage type of your draconic ancestry. When you do this, your hand temporarily transforms into a dragon claw for this cantrip.<br />
<br />
;{{#anc:Dragon's Body}}<br />
At 1st level, you can transform parts of your body into mighty dragons. You can use Wrathful Smite on your natural weapon attacks. After you have spent a total of 2 willpower, your body becomes more dragon like, and your body grows more imposing. Until<br />
you complete a long rest; you gain one of the following natural weapon transformations.<br />
<br />
* Bite. Your head transforms into a horn-less dragon. You gain a natural weapon attack that deals 1d10 piercing damage on a hit.<br />
<br />
* Claws. Each of your hands transforms into a dragon claw, which you can use as a natural attack if it’s empty. It deals 1d4 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.<br />
<br />
* Tail. You grow a lashing, scaly tail, which deals 1d6 bludgeoning damage on a hit and has the reach property. <br />
<br />
You gain a second choice when you spend a total of 11 willpower, and you gain all natural weapon transformations when you spend a total of 18 willpower. These natural weapon transformations can only be reverted back to normal with completing a long rest.<br />
<br />
;{{#anc:Dragon Scales}}<br />
At 6th level, you cause your skin to thicken into protective<br />
scales, the hue of which is reminiscent of your<br />
draconic ancestry. When you cast Absorb Elements and the triggering type matches your draconic ancestry, you may spend 1 willpower to transform your skin into dragon scales. For the next 1 hour, this transformation last and you gain resistance to the damage type of your draconic ancestry.<br />
<br />
This transformation becomes permanent when you spend a total of 11 willpower. Unlike most Inheritor transformations, you do not automatically transform when you reach 11 willpowers. This transform needs to be triggered through Absorb Elements spell to make it active.<br />
<br />
;{{#anc:Dragon Wing}}<br />
At 9th level, the dragon inside of you desire to take up into the sky. When you are under the effects of the Fly spell, you sprout a pair of dragon wings from your back for the duration of the spell.<br />
<br />
If you manifest your wings while wearing armor or clothing not made to accommodate your wings, they are destroyed if non-magical or magically removed if they are magical.<br />
<br />
When you spend a total of 18 willpowers, you grow your draconic wings. Unlike the magical wings granted by the Fly spell, these wings grant a flying speed equal to your walking speed.<br />
<br />
;{{#anc:Lair of the Dragon}}<br />
At 13th level, your great willpower has created a "portable" lair suited for the life of an adventurer. When you cast Private Sanctum, you can declare that this area is your lair as long as the spell last. You can only have one lair at a time.<br />
<br />
When you spend a total of 25 willpower, your eyes become reptilian, and you gain the dragon creature type on top of your normal creature type. When you are in your lair and this transformation is active, you gain the following lair actions below. Lair actions have an initiative of 20 and loses to all tie breakers. To use a lair action, you must spend 2 willpowers. You cannot perform the same lair action two times in a row, even if you perform the lair action multiple turns ago or in a different battle.<br />
<br />
* Wrath of Magic: You cast a spell of your choice. You cannot apply metamagic to this spell.<br />
<br />
* Wrath of Might: You make two attacks.<br />
<br />
* Wrath of Speed: You move up to your movement speed towards a creature.<br />
<br />
* Wrath of Dragon: You cast Dragon's Breath on yourself without spending any willpower.<br />
<br />
;{{#anc:Dragon's Breath}}<br />
At 17th level, you can feel the elemental power inside of you. When you cast Cone of Cold, you can make the attack come out of your mouth. If you do so, this spell's damage type is your draconic ancestor’s damage type.<br />
<br />
When you spend a total of 32 willpower and you are under the effects of Enlarge, you can use your bonus action and spend 5 willpowers to cast polymorph on yourself. You can only polymorph into a dragon. Casting polymorph this way consumes the magical effects of Enlarge.<br />
<br />
This costs only 4 willpowers if your polymorph into a dragon of your draconic ancestry.<br />
<br />
=== Shadow Magic ===<br />
You are a creature of shadow, for your innate magic comes from the Shadow fell itself. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed by it.<br />
<br />
The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul. At your option, you can pick from or roll on the Quirks table to create a quirk for your character.<br />
<br />
{| class="wikitable"<br />
|+ Quirk<br />
|-<br />
! 1d6 !! Quirk<br />
|-<br />
| 1 || Lifeless: Your personality becomes more dispatched and less energetic as you lose willpower<br />
|-<br />
| 2 || Everything around you tend to have a darker color<br />
|-<br />
| 3 || Darkness my Friend: Your personality becomes more comfortable in darkness and make more dark humor jokes as you lose willpower<br />
|-<br />
| 4 || You are always icy cold to the touch.<br />
|-<br />
| 5 || Trickster: Your personality becomes more child-like and mischievous as you lose willpower<br />
|-<br />
| 6 || You blinked. Once. Last week.<br />
|}<br />
<br />
;{{#anc: Spells}}<br />
You learn additional spells when you reach certain levels in this class, as shown on the Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.<br />
<br />
{| class="wikitable"<br />
|+ Spells<br />
|-<br />
! Inheritor Levels !! Spells<br />
|-<br />
| 1st || Chill Touch, Cause Fear<br />
|-<br />
| 5th || Darkness<br />
|-<br />
| 9th || Summon Shadow spawn<br />
|-<br />
| 13th || Enemies Abound<br />
|-<br />
| 17th || Mislead<br />
|}<br />
<br />
;{{#anc:Coming of the Grave}}<br />
At 1st level, you can cause people fear for their life. When you get a natural 20 on your attack roll with Chill Touch, that creature frightens you until the end of your next turn.<br />
<br />
When you spend a total of 2 willpower, your eyes turn black. You gain dark vision up to 120 ft. Additionally, you can see through any magical darkness created by you.<br />
<br />
;{{#anc:Creature of the Dark}}<br />
At 6th level, you feel safe when you are in the darkness. When you are in darkness, you can cast Darkness centered on yourself, as a bonus action, for 3 willpowers.<br />
<br />
When you spend a total of 11 willpower, your skin turns black. You gain resistance to necrotic damage, and you have the advantage of stealth rolls while in darkness. When you take radiant damage, you become under the effects of the Light cantrip until the end of your next turn as your skin becomes white. This Light is considered as a light source equal to level 3 spell.<br />
<br />
;{{#anc:Shadows of Ill Omen}}<br />
At 9th level, you can feel the shadows around you. They are waiting for you to call on them. When you cast Summon Shadow spawn, you gain two new options: Friend and Omen.<br />
<br />
Friend version does not require any material component. Friend version cannot use their Dreadful Scream ability.<br />
<br />
When you cast the Omen version, choose a creature with 30 ft of them. Omen always knows the location of the target. When moving closer to the target, they can move an additional 10 ft. Omen can move through other creatures and objects as if they were difficult terrain. The shadow spawn takes 5 force damage if they end their turn inside an object.<br />
<br />
When you use a total of 18 willpower, your hair becomes black and absorbs the light. As long as the Omen is within 5 ft of its target, that target has disadvantage to all saving throws cast by you.<br />
<br />
;{{#anc:Hidden Among the Enemies}}<br />
At the 13th level, you hide yourself from your foes. When a creature is under the effects of your Enemies Abound, they cannot see you nor your summons. If you or you summon damage to this creature, they have the advantage to end Enemies Abound.<br />
<br />
When you spend a total of 25 willpower, everything you wear, and touch becomes covered with darkness. When you are in darkness, as a bonus action, you can magically teleport up to 60 feet to an unoccupied space you can see that is also in darkness.<br />
<br />
Additionally, if you and you summon is in dim light or darkness and with 60 ft of each other, you can use your bonus action to switch places.<br />
<br />
;{{#anc:Umbral Form}}<br />
At 17th level, become one with the darkness. You can spend 6 willpowers (or 5 if you are in magical darkness) as a bonus action to magically transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object.<br />
<br />
You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action. If you have no willpower and you are in Umbral Form, it does not have a time limit.<br />
<br />
=== Storm Sorcery ===<br />
Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as djinn. Whatever the case, the magic of the storm permeates your being.<br />
<br />
At your option, you can pick from or roll on the Quirks table to create a quirk for your character.<br />
<br />
{| class="wikitable"<br />
|+ Quirk<br />
|-<br />
! 1d6 !! Quirk<br />
|-<br />
| 1 || Wind Child: Your personality becomes looser and child-like as you lose willpower<br />
|-<br />
| 2 || Your hair is grey and always damp.<br />
|-<br />
| 3 || Thunderous: Your personality becomes louder and quicker to anger as you lose willpower<br />
|-<br />
| 4 || Your hair and clothes always sway to an unseen wind<br />
|-<br />
| 5 || Storm: Your personality becomes more energetic and wilder as you lose willpower<br />
|-<br />
| 6 || You easily generate a harmless static shock<br />
|}<br />
<br />
;{{#anc: Spells}}<br />
You learn additional spells when you reach certain levels in this class, as shown on the Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.<br />
<br />
{| class="wikitable"<br />
|+ Spells<br />
|-<br />
! Inheritor Levels !! Spells<br />
|-<br />
| 1st || Shocking Grasp, Thunder Wave<br />
|-<br />
| 5th || Shatter<br />
|-<br />
| 9th || Call Lightning<br />
|-<br />
| 13th || storm sphere<br />
|-<br />
| 17th || control winds, destructive wave<br />
|}<br />
<br />
The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.<br />
<br />
;{{#anc:Storm Child}}<br />
At 1st level, the storm always treated you as a friend. You are unaffected by the wind and storms caused by natural effects.<br />
<br />
Additionally, when you hit a creature with a conductive weapon, you can cast Shocking Grasp cantrip instead of dealing damage. This cantrip automatically hits. You can use this special attack once per turn.<br />
<br />
When you spend a total of 2 willpower, wind is constantly blowing around you, as if it is playing with an old friend. You can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.<br />
<br />
;{{#anc:Heart of the Storm}}<br />
At 6th level, your body contains a miniature storm. Whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.<br />
<br />
When you spend a total of 11 willpower, harmless electricity jumps between your fingers, arm, and legs. You gain resistance to lightning and thunder damage.<br />
<br />
;{{#anc:Storm Guide}}<br />
At 9th level, you can help others in a storm. Every creature with 30 ft of you is unaffected by natural storms and your spells with the storm in its name.<br />
<br />
When you spend a total of 18 willpower, a miniature cloud floats over your head. You gain the ability to subtly control the weather around you.<br />
<br />
If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action.<br />
<br />
If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn’t alter the speed of the wind.<br />
<br />
;{{#anc:Storm's Furry}}<br />
At 13th level, you can feel the wrath of the storm inside of you. When you wield a conductive weapon, you can deal electric damage instead of the normal damage type.<br />
<br />
When you spend a total of 25 willpower, your mini cloud creature soundless and harmless bolts of lightning. When you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. This attack comes from your mini cloud. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.<br />
<br />
;{{#anc:Wind Soul}}<br />
At 17th level, your body is in tune with the wind. You gain immunity to lightning and thunder damage.<br />
<br />
When you use a total of 32 willpower, your body is surrounded by wind. You gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can’t do so again until you finish a short or long rest.<br />
<br />
== Multiclassing ==<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Inheritor class, you must meet these prerequisites: 13 char<br />
<br />
'''Proficiencies.''' When you multiclass into the Inheritor class, you gain the following proficiencies: Light and medium armor, shield, and simple weapons<br />
<br />
<vote type=1/><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
<br />
[[Category:Sorcerer Tag]]<!-often gets magical ability from a separate source, has will powers and a spell slot table-><br />
[[Category:5e Class Variant]]<!-class is designed as a variant to a first party core class->--></div>Levelnom1https://www.dandwiki.com/w/index.php?title=Nagual_(5e_Race)&diff=1790204Nagual (5e Race)2023-12-26T01:36:35Z<p>Levelnom1: /* Nagual Traits */</p>
<hr />
<div><br />
{{stub|A race page is almost never complete when first created. For guidance, see the [[5e Race Design Guide]].}}<!--Remove this line when the race is finished--><br />
==Nagual==<br />
The small church held a special mass for the worried townsfolk of the sleepy seaside town. Among the attendees was Alejandra, a worker who had beheld a terrible sight just days before: a tall, clawed, hairy, growling creature crossed her path while she walked to work. Alejandra’s encounter was tied to the many horrible deaths of chickens throughout the town and the surrounding area. Hundreds of chickens were found dismembered and half eaten with feathers and parts strewn about large areas. Soon after Alejandra’s sighting, and a few other brief sightings about the town, the people in the town had collectively come to the conclusion that the strange creature lurking in their area and destroying their poultry stock was a nagual.<br />
<br />
===Physical Description===<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|https://mythlok.com/wp-content/uploads/2022/02/Mythlok-Nagual-modern-698x1024.jpg|https://mythlok.com/nagual/}}<br />
</div><br />
Nagual look exactly like humans, most of the time.<br />
<br />
===Nagual Names===<br />
Nagual names have the same naming convention as humans<br />
<br />
===Nagual Traits===<br />
{{5e Racial Traits<br />
|summary=Mexican Shifter<br />
|abilities= When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.<br />
|age=You age at the same rate as humans<br />
|alignment=You tend to lean for chaotic as you enjoy the freedom<br />
|size=Medium<br />
|speed=Your base walking speed is 30 feet. <br />
|trait1=Tonal Guide<br />
|description1= Choose an animal spirit that is a CR 0 creature. You can talk to your animal spirit guide at any time. Once per long rest, your Tonal helps you suceed. You add 1d4 to an ability check before you know the result of the check.<br />
<br />
This choose will impact your subrace's features. <br />
|trait2=<br />
|description2=<br />
|trait3=<br />
|description3=<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
<!-- Template supports up to 10 traits. --><br />
|languages= You can speak, read, and write Common and one other language of your choice. <!--Cover any languages spoken or not spoken--><br />
|subrace= Skin Changer, Dream Beast, Huay Chivo, and Witch<br />
}}<br />
<br />
==== Skin Changer ====<br />
They are known to be the most powerful of all Nagual. Most people believe that Skin Changer Nagual use their ability to transform into animals for evil. Well... They are not entirely wrong. Skin Changer require blood to preform their dark magic. Many Skin Changers are hunted down for their evil actions or evil actions of their brethern.<br />
<br />
{{5e Subrace Traits<br />
|abilities=<br />
|trait1= Polymorph Tonal<br />
|description1= During the night, you can cast polymorph on yourself. You can only polymorph into the same creature as your Tonal. Your polymorph ends early when daylight touches you or after sunrise. You require a humanoid blood and a short or long rest to use this trait again. You can ask your GM to be able to polymorph into higher CR creature as your levels increase.<br />
|trait2= True Skin<br />
|description2= While you are polymorphed by Polymorph Tonal, you are counted as a real creature, not a shape shifting creature, for the purpose of magic and effects.<br />
|trait3=<br />
|description3=<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
==== Dream Beast ====<br />
Dream Beast can switch spots with their Tonal while they are dreaming. As such, dream beast can roam across while they sleep. Unlike Skin Changer, Dream Beast are very vulnerable while dreaming.<br />
<br />
{{5e Subrace Traits<br />
|abilities=<br />
|trait1= Dream Tonal<br />
|description1= When you are asleep (by magic or naturally), you can choose to control your Tonal. If you do so, your Tonal appears within 5 ft of your sleeping body. Tonal gains flesh and gains the stat block that they are based on. For the duration of the sleep, the following is applied:<br />
* You and your Tonal switched body. You control Tonal's body while Tonal sleeps in your sleeping body<br />
* As Tonal body is a separate creature from you, you only have access to the Tonal's stats. This means no race or class features<br />
* Your intelligence and wisdom is unchanged in this form.<br />
* When you take damage in Tonal's body, your original body takes damage instead.<br />
<br />
This ends when your original body wakes up, the Tonal's body is slayed, or your original body enters dying state.<br />
<br />
If your original body dies, you and the Tonal also dies. <br />
|trait2= Easy Sleeper<br />
|description2= When you are targeted by an effect or spell that makes you sleep, including the spell sleep, you can choose to fail the save or count as 0 hp for the purpose of the spell (like sleep)<br />
|trait3=<br />
|description3=<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
==== Huay Chivo ====<br />
Huay Chivo borrow features from their Tonal. This creates a powerful, yet temporary, hybrid between Nagual and Tonal. Many people can describe this as horrifying.<br />
<br />
{{5e Subrace Traits<br />
|abilities=<br />
|trait1=Tonal's Shifting<br />
|description1= As a bonus action, you can partly transform into your Tonal. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to 2 x your proficiency bonus. You can shift a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.<br />
Whenever you shift, you gain 60 ft Darkvision and an additional benefit based on one of the following options (choose the one that best matches your Tonal):<br />
* Tough Beast. You gain 1d6 additional temporary hit points. While shifted, you have a +1 bonus to your Armor Class. Additionally, you have advantage to all Athletics checks.<br />
* Dangerous Beast. When you shift and as a bonus action on your other turns while shifted, you can use your elongated fangs to make an unarmed strike. If you hit with your fangs, you can deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Additionally, you have advantage to Intimidation checks.<br />
* Fast Beast. While shifted, your walking speed increases by 10 feet. Additionally, you can move up to 10 feet as a reaction when a creature ends its turn within 5 feet of you. This reactive movement doesn’t provoke opportunity attacks. Additionally, you have advantage to <br />
* Tracker Beast. While shifted, you have advantage on Wisdom and Nature checks, and no creature within 30 feet of you can make an attack roll with advantage against you unless you’re incapacitated.<br />
|trait2=<br />
|description2=<br />
|trait3=<br />
|description3=<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
==== Witch ====<br />
Witches are the reason that Nagual are known to be powerful spellcasters. They use a mixture of Tonal's powers and illusionary magic to convince others that this statement is true.<br />
<br />
{{5e Subrace Traits<br />
|abilities=<br />
|trait1= Gift of Tonal<br />
|description1= As an action, you call on your Tonal to transform a part of you into a beast. You gain one movement option, unarmed attack, or special feature from your Tonal stat block. You can increase your speed to match your Tonal's speed. Choose a body part that best matches your choice. That body part transform to become a creature part of your Tonal with the correct size and shape for you to easily use (ex: Owl Tonal can transform an eye to an owl eye to grant darkvision). This effect last for 1 minute.<br />
<br />
For the purpose of flying, your arms transform into wings. You cannot hold objects with your wings. Additionally, you begin to fall due to your heavy weight if you end your turn in the air or without anything stable below your feet.<br />
<br />
You can use this trait once per long rest.<br />
|trait2= Minor Trickery<br />
|description2= You gain the minor illusion cantrip.<br />
|trait3= Witch's Familiar<br />
|description3= You can ritually cast Find Familiar with the usual material cost. Your familiar must match the same creature type as your Tonal. Your Tonal enters the body of the familiar and controls the familiar's body. Your Tonal refuses to be farther than 100 ft from you and prevents you from unsummoning or dismissing your familiar. Only your Tonal can unsummon or dismiss themselves/familiar. When your familiar dies, you cannot use ant traits from this race or subrace until resummon your familiar.<br />
<br />
When you complete your long rest without your familiar or your familiar is more than 100 ft from you, you gain -1 to all rolls. When the penalty is greater than your proficiency bonus, you instantly die. All of the penalty is removed when you resummon your familiar or your familiar is within 100 ft from you.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Levelnom1https://www.dandwiki.com/w/index.php?title=Nagual_(5e_Race)&diff=1790202Nagual (5e Race)2023-12-26T01:28:19Z<p>Levelnom1: /* Shifter */</p>
<hr />
<div><br />
{{stub|A race page is almost never complete when first created. For guidance, see the [[5e Race Design Guide]].}}<!--Remove this line when the race is finished--><br />
==Nagual==<br />
The small church held a special mass for the worried townsfolk of the sleepy seaside town. Among the attendees was Alejandra, a worker who had beheld a terrible sight just days before: a tall, clawed, hairy, growling creature crossed her path while she walked to work. Alejandra’s encounter was tied to the many horrible deaths of chickens throughout the town and the surrounding area. Hundreds of chickens were found dismembered and half eaten with feathers and parts strewn about large areas. Soon after Alejandra’s sighting, and a few other brief sightings about the town, the people in the town had collectively come to the conclusion that the strange creature lurking in their area and destroying their poultry stock was a nagual.<br />
<br />
===Physical Description===<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|https://mythlok.com/wp-content/uploads/2022/02/Mythlok-Nagual-modern-698x1024.jpg|https://mythlok.com/nagual/}}<br />
</div><br />
Nagual look exactly like humans, most of the time.<br />
<br />
===Nagual Names===<br />
Nagual names have the same naming convention as humans<br />
<br />
===Nagual Traits===<br />
{{5e Racial Traits<br />
|summary=Mexican Shifter<br />
|abilities= When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.<br />
|age=You age at the same rate as humans<br />
|alignment=You tend to lean for chaotic as you enjoy the freedom<br />
|size=Medium<br />
|speed=Your base walking speed is 30 feet. <br />
|trait1=Tonal Guide<br />
|description1= Choose an animal spirit that is a CR 0 creature. You can talk to your animal spirit guide at any time. Once per long rest, your Tonal helps you suceed. You add 1d4 to an ability check before you know the result of the check.<br />
<br />
This choose will impact your subrace's features. <br />
|trait2=<br />
|description2=<br />
|trait3=<br />
|description3=<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
<!-- Template supports up to 10 traits. --><br />
|languages= You can speak, read, and write Common and one other language of your choice. <!--Cover any languages spoken or not spoken--><br />
|subrace= Skin Changer, Dream Beast, Shifter, and Witch<br />
}}<br />
<br />
==== Skin Changer ====<br />
They are known to be the most powerful of all Nagual. Most people believe that Skin Changer Nagual use their ability to transform into animals for evil. Well... They are not entirely wrong. Skin Changer require blood to preform their dark magic. Many Skin Changers are hunted down for their evil actions or evil actions of their brethern.<br />
<br />
{{5e Subrace Traits<br />
|abilities=<br />
|trait1= Polymorph Tonal<br />
|description1= During the night, you can cast polymorph on yourself. You can only polymorph into the same creature as your Tonal. Your polymorph ends early when daylight touches you or after sunrise. You require a humanoid blood and a short or long rest to use this trait again. You can ask your GM to be able to polymorph into higher CR creature as your levels increase.<br />
|trait2= True Skin<br />
|description2= While you are polymorphed by Polymorph Tonal, you are counted as a real creature, not a shape shifting creature, for the purpose of magic and effects.<br />
|trait3=<br />
|description3=<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
==== Dream Beast ====<br />
Dream Beast can switch spots with their Tonal while they are dreaming. As such, dream beast can roam across while they sleep. Unlike Skin Changer, Dream Beast are very vulnerable while dreaming.<br />
<br />
{{5e Subrace Traits<br />
|abilities=<br />
|trait1= Dream Tonal<br />
|description1= When you are asleep (by magic or naturally), you can choose to control your Tonal. If you do so, your Tonal appears within 5 ft of your sleeping body. Tonal gains flesh and gains the stat block that they are based on. For the duration of the sleep, the following is applied:<br />
* You and your Tonal switched body. You control Tonal's body while Tonal sleeps in your sleeping body<br />
* As Tonal body is a separate creature from you, you only have access to the Tonal's stats. This means no race or class features<br />
* Your intelligence and wisdom is unchanged in this form.<br />
* When you take damage in Tonal's body, your original body takes damage instead.<br />
<br />
This ends when your original body wakes up, the Tonal's body is slayed, or your original body enters dying state.<br />
<br />
If your original body dies, you and the Tonal also dies. <br />
|trait2= Easy Sleeper<br />
|description2= When you are targeted by an effect or spell that makes you sleep, including the spell sleep, you can choose to fail the save or count as 0 hp for the purpose of the spell (like sleep)<br />
|trait3=<br />
|description3=<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
==== Huay Chivo ====<br />
Huay Chivo borrow features from their Tonal. This creates a powerful, yet temporary, hybrid between Nagual and Tonal. Many people can describe this as horrifying.<br />
<br />
{{5e Subrace Traits<br />
|abilities=<br />
|trait1=Tonal's Shifting<br />
|description1= As a bonus action, you can partly transform into your Tonal. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to 2 x your proficiency bonus. You can shift a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.<br />
Whenever you shift, you gain 60 ft Darkvision and an additional benefit based on one of the following options (choose the one that best matches your Tonal):<br />
* Tough Beast. You gain 1d6 additional temporary hit points. While shifted, you have a +1 bonus to your Armor Class. Additionally, you have advantage to all Athletics checks.<br />
* Dangerous Beast. When you shift and as a bonus action on your other turns while shifted, you can use your elongated fangs to make an unarmed strike. If you hit with your fangs, you can deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Additionally, you have advantage to Intimidation checks.<br />
* Fast Beast. While shifted, your walking speed increases by 10 feet. Additionally, you can move up to 10 feet as a reaction when a creature ends its turn within 5 feet of you. This reactive movement doesn’t provoke opportunity attacks. Additionally, you have advantage to <br />
* Tracker Beast. While shifted, you have advantage on Wisdom and Nature checks, and no creature within 30 feet of you can make an attack roll with advantage against you unless you’re incapacitated.<br />
|trait2=<br />
|description2=<br />
|trait3=<br />
|description3=<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
==== Witch ====<br />
Witches are the reason that Nagual are known to be powerful spellcasters. They use a mixture of Tonal's powers and illusionary magic to convince others that this statement is true.<br />
<br />
{{5e Subrace Traits<br />
|abilities=<br />
|trait1= Gift of Tonal<br />
|description1= As an action, you call on your Tonal to transform a part of you into a beast. You gain one movement option, unarmed attack, or special feature from your Tonal stat block. You can increase your speed to match your Tonal's speed. Choose a body part that best matches your choice. That body part transform to become a creature part of your Tonal with the correct size and shape for you to easily use (ex: Owl Tonal can transform an eye to an owl eye to grant darkvision). This effect last for 1 minute.<br />
<br />
For the purpose of flying, your arms transform into wings. You cannot hold objects with your wings. Additionally, you begin to fall due to your heavy weight if you end your turn in the air or without anything stable below your feet.<br />
<br />
You can use this trait once per long rest.<br />
|trait2= Minor Trickery<br />
|description2= You gain the minor illusion cantrip.<br />
|trait3= Witch's Familiar<br />
|description3= You can ritually cast Find Familiar with the usual material cost. Your familiar must match the same creature type as your Tonal. Your Tonal enters the body of the familiar and controls the familiar's body. Your Tonal refuses to be farther than 100 ft from you and prevents you from unsummoning or dismissing your familiar. Only your Tonal can unsummon or dismiss themselves/familiar. When your familiar dies, you cannot use ant traits from this race or subrace until resummon your familiar.<br />
<br />
When you complete your long rest without your familiar or your familiar is more than 100 ft from you, you gain -1 to all rolls. When the penalty is greater than your proficiency bonus, you instantly die. All of the penalty is removed when you resummon your familiar or your familiar is within 100 ft from you.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Levelnom1https://www.dandwiki.com/w/index.php?title=Nagual_(5e_Race)&diff=1790200Nagual (5e Race)2023-12-26T01:18:34Z<p>Levelnom1: Created page with " {{stub|A race page is almost never complete when first created. For guidance, see the 5e Race Design Guide.}}<!--Remove this line when the race is finished--> ==Nagual==..."</p>
<hr />
<div><br />
{{stub|A race page is almost never complete when first created. For guidance, see the [[5e Race Design Guide]].}}<!--Remove this line when the race is finished--><br />
==Nagual==<br />
The small church held a special mass for the worried townsfolk of the sleepy seaside town. Among the attendees was Alejandra, a worker who had beheld a terrible sight just days before: a tall, clawed, hairy, growling creature crossed her path while she walked to work. Alejandra’s encounter was tied to the many horrible deaths of chickens throughout the town and the surrounding area. Hundreds of chickens were found dismembered and half eaten with feathers and parts strewn about large areas. Soon after Alejandra’s sighting, and a few other brief sightings about the town, the people in the town had collectively come to the conclusion that the strange creature lurking in their area and destroying their poultry stock was a nagual.<br />
<br />
===Physical Description===<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|https://mythlok.com/wp-content/uploads/2022/02/Mythlok-Nagual-modern-698x1024.jpg|https://mythlok.com/nagual/}}<br />
</div><br />
Nagual look exactly like humans, most of the time.<br />
<br />
===Nagual Names===<br />
Nagual names have the same naming convention as humans<br />
<br />
===Nagual Traits===<br />
{{5e Racial Traits<br />
|summary=Mexican Shifter<br />
|abilities= When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.<br />
|age=You age at the same rate as humans<br />
|alignment=You tend to lean for chaotic as you enjoy the freedom<br />
|size=Medium<br />
|speed=Your base walking speed is 30 feet. <br />
|trait1=Tonal Guide<br />
|description1= Choose an animal spirit that is a CR 0 creature. You can talk to your animal spirit guide at any time. Once per long rest, your Tonal helps you suceed. You add 1d4 to an ability check before you know the result of the check.<br />
<br />
This choose will impact your subrace's features. <br />
|trait2=<br />
|description2=<br />
|trait3=<br />
|description3=<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
<!-- Template supports up to 10 traits. --><br />
|languages= You can speak, read, and write Common and one other language of your choice. <!--Cover any languages spoken or not spoken--><br />
|subrace= Skin Changer, Dream Beast, Shifter, and Witch<br />
}}<br />
<br />
==== Skin Changer ====<br />
They are known to be the most powerful of all Nagual. Most people believe that Skin Changer Nagual use their ability to transform into animals for evil. Well... They are not entirely wrong. Skin Changer require blood to preform their dark magic. Many Skin Changers are hunted down for their evil actions or evil actions of their brethern.<br />
<br />
{{5e Subrace Traits<br />
|abilities=<br />
|trait1= Polymorph Tonal<br />
|description1= During the night, you can cast polymorph on yourself. You can only polymorph into the same creature as your Tonal. Your polymorph ends early when daylight touches you or after sunrise. You require a humanoid blood and a short or long rest to use this trait again. You can ask your GM to be able to polymorph into higher CR creature as your levels increase.<br />
|trait2= True Skin<br />
|description2= While you are polymorphed by Polymorph Tonal, you are counted as a real creature, not a shape shifting creature, for the purpose of magic and effects.<br />
|trait3=<br />
|description3=<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
==== Dream Beast ====<br />
Dream Beast can switch spots with their Tonal while they are dreaming. As such, dream beast can roam across while they sleep. Unlike Skin Changer, Dream Beast are very vulnerable while dreaming.<br />
<br />
{{5e Subrace Traits<br />
|abilities=<br />
|trait1= Dream Tonal<br />
|description1= When you are asleep (by magic or naturally), you can choose to control your Tonal. If you do so, your Tonal appears within 5 ft of your sleeping body. Tonal gains flesh and gains the stat block that they are based on. For the duration of the sleep, the following is applied:<br />
* You and your Tonal switched body. You control Tonal's body while Tonal sleeps in your sleeping body<br />
* As Tonal body is a separate creature from you, you only have access to the Tonal's stats. This means no race or class features<br />
* Your intelligence and wisdom is unchanged in this form.<br />
* When you take damage in Tonal's body, your original body takes damage instead.<br />
<br />
This ends when your original body wakes up, the Tonal's body is slayed, or your original body enters dying state.<br />
<br />
If your original body dies, you and the Tonal also dies. <br />
|trait2= Easy Sleeper<br />
|description2= When you are targeted by an effect or spell that makes you sleep, including the spell sleep, you can choose to fail the save or count as 0 hp for the purpose of the spell (like sleep)<br />
|trait3=<br />
|description3=<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
==== Shifter ====<br />
Shifters borrow features from their Tonal. This creates a powerful, yet temporary, hybrid between Nagual and Tonal. Many people can describe this as horrifying.<br />
<br />
{{5e Subrace Traits<br />
|abilities=<br />
|trait1=Tonal's Shifting<br />
|description1= As a bonus action, you can partly transform into your Tonal. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to 2 x your proficiency bonus. You can shift a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.<br />
Whenever you shift, you gain 60 ft Darkvision and an additional benefit based on one of the following options (choose the one that best matches your Tonal):<br />
* Tough Beast. You gain 1d6 additional temporary hit points. While shifted, you have a +1 bonus to your Armor Class. Additionally, you have advantage to all Athletics checks.<br />
* Dangerous Beast. When you shift and as a bonus action on your other turns while shifted, you can use your elongated fangs to make an unarmed strike. If you hit with your fangs, you can deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Additionally, you have advantage to Intimidation checks.<br />
* Fast Beast. While shifted, your walking speed increases by 10 feet. Additionally, you can move up to 10 feet as a reaction when a creature ends its turn within 5 feet of you. This reactive movement doesn’t provoke opportunity attacks. Additionally, you have advantage to <br />
* Tracker Beast. While shifted, you have advantage on Wisdom and Nature checks, and no creature within 30 feet of you can make an attack roll with advantage against you unless you’re incapacitated.<br />
|trait2=<br />
|description2=<br />
|trait3=<br />
|description3=<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
==== Witch ====<br />
Witches are the reason that Nagual are known to be powerful spellcasters. They use a mixture of Tonal's powers and illusionary magic to convince others that this statement is true.<br />
<br />
{{5e Subrace Traits<br />
|abilities=<br />
|trait1= Gift of Tonal<br />
|description1= As an action, you call on your Tonal to transform a part of you into a beast. You gain one movement option, unarmed attack, or special feature from your Tonal stat block. You can increase your speed to match your Tonal's speed. Choose a body part that best matches your choice. That body part transform to become a creature part of your Tonal with the correct size and shape for you to easily use (ex: Owl Tonal can transform an eye to an owl eye to grant darkvision). This effect last for 1 minute.<br />
<br />
For the purpose of flying, your arms transform into wings. You cannot hold objects with your wings. Additionally, you begin to fall due to your heavy weight if you end your turn in the air or without anything stable below your feet.<br />
<br />
You can use this trait once per long rest.<br />
|trait2= Minor Trickery<br />
|description2= You gain the minor illusion cantrip.<br />
|trait3= Witch's Familiar<br />
|description3= You can ritually cast Find Familiar with the usual material cost. Your familiar must match the same creature type as your Tonal. Your Tonal enters the body of the familiar and controls the familiar's body. Your Tonal refuses to be farther than 100 ft from you and prevents you from unsummoning or dismissing your familiar. Only your Tonal can unsummon or dismiss themselves/familiar. When your familiar dies, you cannot use ant traits from this race or subrace until resummon your familiar.<br />
<br />
When you complete your long rest without your familiar or your familiar is more than 100 ft from you, you gain -1 to all rolls. When the penalty is greater than your proficiency bonus, you instantly die. All of the penalty is removed when you resummon your familiar or your familiar is within 100 ft from you.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Levelnom1https://www.dandwiki.com/w/index.php?title=Tlahuelpuchi_(5e_Race)&diff=1790198Tlahuelpuchi (5e Race)2023-12-26T00:31:53Z<p>Levelnom1: /* Adult */</p>
<hr />
<div><br />
{{stub|A race page is almost never complete when first created. For guidance, see the [[5e Race Design Guide]].}}<!--Remove this line when the race is finished--><br />
==Tlahuelpuchi==<br />
An astute government worker assigned to the vital records department kept noticing a strange phrase on the line marked “cause of death” on many death certificates, especially among those of infants in the more rural areas of the state. The phrase was “chupado por la bruja” or, “sucked by the witch.” This resulted in an investigation into the rural areas by the state authorities from the capital. This strange cause of death was ascribed to the deaths of hundreds of deaths of infants over the years exhibiting the same symptoms and conditions: severe bruising and discoloration of the upper body with time of death usually at night.<br />
<br />
===What is a Tlahuelpuchi?===<br />
Tlahuelpuchi are similar to vampire. Instead of being a pale undead with the ability to transform into a bat, Tlahuelpuchi is a normal looking creature with the ability to transform into birds. Tlahuelpuchi and vampire share many weakness like being stabbed with a wooden stake and avoiding garlic. Tlahuelpuchi, like a vampire, cannot enter into building uninvited. The Tlahuelpuchi must fly over his victim's house in the form of a cross from north to south, east to west to enter uninvited. While Tlahuelpuchi does not have a weakness to running water, they refuse to drink blood near tiny metal objects like scissors, mirrors, or holy items made from metal.<br />
<br />
===Creation of Tlahuelpuchi===<br />
There is two ways Tlahuelpuchi is created: by birth or by a family curse.<br />
<br />
When a baby is born on a certain month, there is a chance that they are cursed with Tlahuelpuchi. It is unknown which calendrer determines the the cursed month. Some says that it a period of the year instead of a single month. Through childhood, no one is aware of this slumbering curse. Once the child hits puberty, the curse awaken and transform the newly teen into a Tlahuelpuchi.<br />
<br />
If Tlahuelpuchi is killed because directly or indirectly by a family member, the curse moves to that family member. For this reason, Tlahuelpuchi's family actively try to keep Tlahuelpuchi alive and safe.<br />
<br />
===Physical Description===<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
</div><br />
Tlahuelpuchi appears exactly like the original race. For this reason it is really hard to find a Tlahuelpuchi among the normal folks. Hunters often set stake outs near babies as the best way to find Tlahuelpuchi is when they are hunting.<br />
<br />
===Society===<br />
Adult Tlahuelpuchi are very territorial of other adult Tlahuelpuchi. They often drive away or guide hunters to Tlahuelpuchi in their territory. Tlahuelpuchi are well known to make friends with other "monstrous" creatures. When Tlahuelpuchi is not protected by their family, Tlahuelpuchi are known to stay with a witch or a hag. Tlahuelpuchi and the spellcaster often work together to ward off or trick hunters away from their homes.<br />
<br />
Children Tlahuelpuchi have the same society as their parents. As a child, Tlahuelpuchi curse has not triggered and the children is unaware of being different from others. <br />
<br />
===Tlahuelpuchi Names===<br />
Tlahuelpuchi's name is unchanged from their original race<br />
<br />
===Tlahuelpuchi Traits===<br />
{{5e Racial Traits<br />
|summary=Mexican Dhampir<br />
|abilities=Increase one ability score by 2 and increase a different one by 1, or increase three different ability scores by 1. If you are replacing your race with this lineage, replace any Ability Score Increase you previously had with this.<br />
|age=You age at the same rate as a normal creature of your original race<br />
|alignment=As Tiahuelphuchi come from many backgrounds, they do not lean to any alignment<br />
|size=You have the same height and size from your original race.<br />
|speed=You have the same speed from your original race.<br />
|trait1=Ancestral Legacy<br />
|description1= If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.<br />
<br />
If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice.<br />
|trait2= Family Curse<br />
|description2= If you die because of your family (directly or indirectly), they are cursed and become Tlahuelpuchi. This curse remains even if you are brough back to life or unlife (undead).<br />
|trait3=<br />
|description3=<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
<!-- Template supports up to 10 traits. --><br />
|languages= You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. If you are replacing your race with this lineage, you retain any languages you had and gain no new languages.<br />
|subrace= Adult or Child<br />
}}<br />
<br />
<!--Subraces are optional, repeat as necessary--><br />
====Child====<br />
Tlahuelpuchi's special power and thirst for blood does not start until reaching puberty. As such, a child Tlahuelpuchi is exactly the same as a normal creature of that race. It is impossible to determine the difference between child Tlahuelpuchi and a normal child.<br />
<br />
{{5e Subrace Traits<br />
|abilities=<br />
|trait1= Slumbering Powers<br />
|description1= You gain all features from your original race including the subrace. As a child, you have the exact abilities as a member of the original race.<br />
|trait2= Awaking Powers<br />
|description2= When you enter puberty, change your subrace to adult. You loose all features of your original race gained from this subrace. This process can happen over night or over a period of several years depending on the GM. <br />
|trait3=<br />
|description3=<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
<br />
==== Adult ====<br />
Your powers of being Tlahuelpuchi is awaken since puberty. As such, you have transformed into a blood thirsty creature. It is said that a female infant's blood taste so good that all other sources of blood taste nasty. Thankfully, you only have to feed once per month.<br />
<br />
{{5e Subrace Traits<br />
|abilities=<br />
|trait1= Bird Shape<br />
|description1= As an action, you rip yourself from your legs and transform into a bird. You legs become incapacitated and you no longer can control them. They are objects (body part) with an AC of 8 and HP equal to your level. These legs are immune to all damage types except fire.<br />
<br />
Meanwhile the rest of your body polymorph into any bird creature of CR 0 or 1/8. Vultures and turkeys are popular choice. While in this form, you have the following:<br />
* You keep your original intelligence and wisdom scores<br />
* You have at least darkvision of 60 ft and flying speed of 30 ft. <br />
* You cannot cast spells or concentrate on spells.<br />
* You always produce a 5 ft dim light which may make it difficult to stay hidden (usually disadvantage on stealth checks). If you drink blood within the last 1 hour, you create 5 ft of bright light and additional 5 ft of dim light.<br />
<br />
When your polymorph end, you become mist. In the same turn as your polymorph ends, your misty self travels to (and teleported to if something in the way) your discarded legs. You instantly combine together as you return yourself back to normal. As per normal to the polymorph spell, you take any remaining damage.<br />
<br />
As an action, you can jump on top of your discarded legs (if you are within 5 ft of your legs) and revert back to normal.<br />
<br />
If your legs are destroyed, changed too much to be still called your legs (like pouring salt into the "stumps" of the leg), or you failed to revert back before sun rise, you become the creature that you are polymorphed into. You can regain your legs and transform back into your normal self through regeneration or wish spell.<br />
<br />
You cannot use Bird Shape when you are a bird and you can use this trait once per long rest.<br />
|trait2= Vampiric Bite<br />
|description2= Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points or in Bird Shape, you have advantage on attack rolls you make with this bite.<br />
<br />
When you attack with this bite and hit a creature that isn’t a Construct or an Undead, you can empower yourself in one of the following ways of your choice:<br />
* You regain hit points equal to the piercing damage dealt by the bite.<br />
* You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite.<br />
<br />
You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.<br />
|trait3=<br />
|description3=<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Levelnom1https://www.dandwiki.com/w/index.php?title=Tlahuelpuchi_(5e_Race)&diff=1790174Tlahuelpuchi (5e Race)2023-12-25T23:03:27Z<p>Levelnom1: Created page with " {{stub|A race page is almost never complete when first created. For guidance, see the 5e Race Design Guide.}}<!--Remove this line when the race is finished--> ==Tlahuelp..."</p>
<hr />
<div><br />
{{stub|A race page is almost never complete when first created. For guidance, see the [[5e Race Design Guide]].}}<!--Remove this line when the race is finished--><br />
==Tlahuelpuchi==<br />
An astute government worker assigned to the vital records department kept noticing a strange phrase on the line marked “cause of death” on many death certificates, especially among those of infants in the more rural areas of the state. The phrase was “chupado por la bruja” or, “sucked by the witch.” This resulted in an investigation into the rural areas by the state authorities from the capital. This strange cause of death was ascribed to the deaths of hundreds of deaths of infants over the years exhibiting the same symptoms and conditions: severe bruising and discoloration of the upper body with time of death usually at night.<br />
<br />
===What is a Tlahuelpuchi?===<br />
Tlahuelpuchi are similar to vampire. Instead of being a pale undead with the ability to transform into a bat, Tlahuelpuchi is a normal looking creature with the ability to transform into birds. Tlahuelpuchi and vampire share many weakness like being stabbed with a wooden stake and avoiding garlic. Tlahuelpuchi, like a vampire, cannot enter into building uninvited. The Tlahuelpuchi must fly over his victim's house in the form of a cross from north to south, east to west to enter uninvited. While Tlahuelpuchi does not have a weakness to running water, they refuse to drink blood near tiny metal objects like scissors, mirrors, or holy items made from metal.<br />
<br />
===Creation of Tlahuelpuchi===<br />
There is two ways Tlahuelpuchi is created: by birth or by a family curse.<br />
<br />
When a baby is born on a certain month, there is a chance that they are cursed with Tlahuelpuchi. It is unknown which calendrer determines the the cursed month. Some says that it a period of the year instead of a single month. Through childhood, no one is aware of this slumbering curse. Once the child hits puberty, the curse awaken and transform the newly teen into a Tlahuelpuchi.<br />
<br />
If Tlahuelpuchi is killed because directly or indirectly by a family member, the curse moves to that family member. For this reason, Tlahuelpuchi's family actively try to keep Tlahuelpuchi alive and safe.<br />
<br />
===Physical Description===<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
</div><br />
Tlahuelpuchi appears exactly like the original race. For this reason it is really hard to find a Tlahuelpuchi among the normal folks. Hunters often set stake outs near babies as the best way to find Tlahuelpuchi is when they are hunting.<br />
<br />
===Society===<br />
Adult Tlahuelpuchi are very territorial of other adult Tlahuelpuchi. They often drive away or guide hunters to Tlahuelpuchi in their territory. Tlahuelpuchi are well known to make friends with other "monstrous" creatures. When Tlahuelpuchi is not protected by their family, Tlahuelpuchi are known to stay with a witch or a hag. Tlahuelpuchi and the spellcaster often work together to ward off or trick hunters away from their homes.<br />
<br />
Children Tlahuelpuchi have the same society as their parents. As a child, Tlahuelpuchi curse has not triggered and the children is unaware of being different from others. <br />
<br />
===Tlahuelpuchi Names===<br />
Tlahuelpuchi's name is unchanged from their original race<br />
<br />
===Tlahuelpuchi Traits===<br />
{{5e Racial Traits<br />
|summary=Mexican Dhampir<br />
|abilities=Increase one ability score by 2 and increase a different one by 1, or increase three different ability scores by 1. If you are replacing your race with this lineage, replace any Ability Score Increase you previously had with this.<br />
|age=You age at the same rate as a normal creature of your original race<br />
|alignment=As Tiahuelphuchi come from many backgrounds, they do not lean to any alignment<br />
|size=You have the same height and size from your original race.<br />
|speed=You have the same speed from your original race.<br />
|trait1=Ancestral Legacy<br />
|description1= If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.<br />
<br />
If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice.<br />
|trait2= Family Curse<br />
|description2= If you die because of your family (directly or indirectly), they are cursed and become Tlahuelpuchi. This curse remains even if you are brough back to life or unlife (undead).<br />
|trait3=<br />
|description3=<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
<!-- Template supports up to 10 traits. --><br />
|languages= You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. If you are replacing your race with this lineage, you retain any languages you had and gain no new languages.<br />
|subrace= Adult or Child<br />
}}<br />
<br />
<!--Subraces are optional, repeat as necessary--><br />
====Child====<br />
Tlahuelpuchi's special power and thirst for blood does not start until reaching puberty. As such, a child Tlahuelpuchi is exactly the same as a normal creature of that race. It is impossible to determine the difference between child Tlahuelpuchi and a normal child.<br />
<br />
{{5e Subrace Traits<br />
|abilities=<br />
|trait1= Slumbering Powers<br />
|description1= You gain all features from your original race including the subrace. As a child, you have the exact abilities as a member of the original race.<br />
|trait2= Awaking Powers<br />
|description2= When you enter puberty, change your subrace to adult. You loose all features of your original race gained from this subrace. This process can happen over night or over a period of several years depending on the GM. <br />
|trait3=<br />
|description3=<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
<br />
==== Adult ====<br />
Your powers of being Tlahuelpuchi is awaken since puberty. As such, you have transformed into a blood thirsty creature. It is said that a female infant's blood taste so good that all other sources of blood taste nasty. Thankfully, you only have to feed once per month.<br />
<br />
{{5e Subrace Traits<br />
|abilities=<br />
|trait1= Bird Shape<br />
|description1= As an action, you rip yourself from your legs and transform into a bird. You legs become incapacitated and you no longer can control them. They are objects (body part) with an AC of 8 and HP equal to your level. These legs are immune to all damage types except fire.<br />
<br />
Meanwhile the rest of your body polymorph into any bird creature of CR 0 or 1/8. Vultures and turkeys are popular choice. While in this form, you have the following:<br />
* You keep your original intelligence and wisdom scores<br />
* You have at least darkvision of 60 ft and flying speed of 30 ft. <br />
* You always produce a 5 ft dim light which may make it difficult to stay hidden (usually disadvantage on stealth checks). If you drink blood within the last 1 hour, you create 5 ft of bright light and additional 5 ft of dim light.<br />
<br />
When your polymorph end, you become mist. In the same turn as your polymorph ends, your misty self travels to (and teleported to if something in the way) your discarded legs. You instantly combine together as you return yourself back to normal. As per normal to the polymorph spell, you take any remaining damage.<br />
<br />
As an action, you can jump on top of your discarded legs (if you are within 5 ft of your legs) and revert back to normal.<br />
<br />
If your legs are destroyed, changed too much to be still called your legs (like pouring salt into the "stumps" of the leg), or you failed to revert back before sun rise, you become the creature that you are polymorphed into. You can regain your legs and transform back into your normal self through regeneration or wish spell.<br />
<br />
You cannot use Bird Shape when you are a bird and you can use this trait once per long rest.<br />
|trait2= Vampiric Bite<br />
|description2= Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points or in Bird Shape, you have advantage on attack rolls you make with this bite.<br />
<br />
When you attack with this bite and hit a creature that isn’t a Construct or an Undead, you can empower yourself in one of the following ways of your choice:<br />
* You regain hit points equal to the piercing damage dealt by the bite.<br />
* You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite.<br />
<br />
You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.<br />
|trait3=<br />
|description3=<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Levelnom1https://www.dandwiki.com/w/index.php?title=Chaneque_(5e_Race)&diff=1790135Chaneque (5e Race)2023-12-25T20:15:30Z<p>Levelnom1: /* History */</p>
<hr />
<div><br />
{{stub|A race page is almost never complete when first created. For guidance, see the [[5e Race Design Guide]].}}<!--Remove this line when the race is finished--><br />
==Chaneque==<br />
One popular tale tells of a lost traveler in the forest who hears a familiar voice calling his name, leading him even further astray. Just when he starts to panic, he remembers the advice of a local elder to offer a gift to the Chaneques. He leaves a sweet fruit on the ground, apologizes for his intrusion, and soon finds his way back to the path.<br />
<br />
===Physical Description===<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|https://static.wikia.nocookie.net/monster/images/e/e0/9D745C02-F243-45B1-830E-9F70B5438F83.jpeg|https://monster.fandom.com/wiki/Chaneque}}<br />
</div><br />
<br />
Chaneque's physical appearance varies greatly depending on the birthplace. In the nature, they are like very big spites. In the civilization, they tend to look like very short humans with long, pointed ears. Regardless, Chaneque have a tail. The most shocking aspect of Chaneque is that their feet is upside down. Their bodies are forever child-like. Elder Chaneque have aged heads but youthful body. Modern Chaneque wear simple clothing while traditional Chaneque do not wear any clothes.<br />
<br />
===History===<br />
Chaneque do not record their history and Chaneque have no done anything remarkable for other races to record Chaneque's history. There is myths about Chaneque being descendance of water spites. Other myths claim that Chaneque are children of an unkown rain god.<br />
<br />
===Society===<br />
Chaneque translate to the meaning "those who inhabit dangerous places" or "owners of the house". Chaneque are often found in dangerous natural location across the world. Chaneque prevent people entering into their lands, both for the traveler's safety and protecting their land. Chaneque have strong ties to nature, similar to spites.<br />
<br />
Chaneque can settle in civilized locations. They prefer to live with the other races. Chaneque are very protective of their home. They will go in great lengths to make sure no one robs or damage their home. Chaneque are known to extend their protection pass the walls of their home and encapsuling the entire town. As such, Chaneque are often take up protection based jobs in the city.<br />
<br />
===Chaneque Names===<br />
Chaneque names don't adhere to convention. In fact, it's not uncommon for some Chaneque to be named after animals, plants, objects, or feelings that represent and complement their personalities.<br />
<br />
'''Male:''' Frost, Strombo, Snowflake, or Nightshade<br />
<br />
'''Female:''' Sea, Oceana, Cricket, or Marina><br />
<br />
===Chaneque Traits===<br />
{{5e Racial Traits<br />
|summary= Mexican Spites<br />
|abilities=Your {{5a|dex}} score increases by 2.<br />
|age=Chaneque age at similiar rates to humans.<br />
|alignment= Chaneque tend to chaotic or lawful. Chaotic Chaneque love to create mischief and pranks. Lawful Chaneque love to punish the evil people and help the good people.<br />
|size= Chaneque are generally between two to three feet (0.6 to 0.9 m) in height. Your size is small<br />
|speed=Your base walking speed is 25 feet. <!--Also cover any other movement like a swimming speed--><br />
|trait1= Humanoid Fey<br />
|description1= Your creature type is both humanoid and fey.<br />
|trait2= Protector of the Land<br />
|description2= Choose a dangerous common but not climate based natural location like rapids, volcanoes, cliffs, quick sand, or sulfur pool. You cannot be harmed or negatively effected by this natural location.<br />
<br />
Alternatively, you can choose home. If you do so, you can ritually cast Alarm spell, If you cast it this way, you can only place your alarm spell anywhere in your home, regardless on how far away you are currently at. You home must be stationary and not too large (entire castle would be too large) <br />
|trait3= Soul Snatch<br />
|description3= You can frighten a soul out of a person's body. At 3rd level, you can cast Cause Fear spell. If the target harmed nature or preform adultery within the last 24 hours, they automatically fail this saving throw. If they fail the saving throw and if they become frightened of you, you can snatch part their soul with a bonus action on this turn. As long as you have part of the soul, the owner automatically fail any saving throws against disease.<br />
<br />
You can willing let go the soul at any time. You can store these souls in containers like pots or skulls. While you can hold on to only one soul at a time, you can bypass this restriction by storing the souls into containers. The victim can get the soul back by killing you, destroy the container containing the soul, or to complete a lengthy but cheap ritual at a holy location.<br />
<br />
A creature can prevent the soul snatch by wearing an amulet containing seeds or wearing/holding a holy symbol.<br />
<br />
You can use this feature once per long rest. Intelligence, Wisdom, or Charisma is your spell casting modifier.<br />
|trait4= Hidden from Adults<br />
|description4= You know how hide from the watchful peace keepers. At 5th level, you can cast invisible spell. When you cast this spell this way, you are not invisible to children, only adults. You can use this trait once per long rest.<br />
|trait5= Forgotten Journey<br />
|description5= Your temporary party mates forget their travels with you. If you travel with a person between 3 and 7 days in wilderness, underdark, or one of the fiendish planes, they forget their entire journey with you. Creatures that wear their clothes inside out is immune to this effect.<br />
<!-- Template supports up to 10 traits. --><br />
|languages= You can speak, read, and write Common and Sylvan.<br />
|subrace=<br />
}}<br />
<br />
<!--Subraces are optional, repeat as necessary--><br />
==== Nature Born ====<br />
Nature Born are Chaneque with strong connection with the nature. They rarely are found in civilization. Nature Born are usually found near a dangerous location which they protect or near villages to punish anyone that harms nature. Lonely Chaneque are known to make friends with animals that habit near their homes.<br />
<br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|wis}} score increases by 1.<br />
|trait1= Nature's Friend<br />
|description1=Through sounds and gestures you can communicate simple ideas with Small and Tiny beasts.<br />
|trait2=Mislead and Confused<br />
|description2= At 3rd level, you can preform a ritual that confuses anyone that dares to mess with you. During this 10 minute ritual you must be watching your target the entire time. This effect has no range limitations and as such you can use magic to keep an eye lock on your target. Once you complete your ritual, for the next 1d6 + 2 days, the target and anyone they travel with become magically lost. Only, if they are in wilderness and off the any path. This magical confusion will guide the target away from any dangerous parts of nature. This does not prevent them from wandering into a dangerous location where fearsome beast lives.<br />
<br />
At anytime, you end this magical effect.<br />
<br />
As long as the target is wearing their clothes inside out, they are not effected by this.<br />
|trait3= Best Friend<br />
|description3= Choose a CR 0 beast. With the request of the GM, it can be a higher CR. You can cast Beast Bond on that chosen creature at will.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
==== Karmactic ====<br />
Karmactic are powerful punishers and rewarders. They use beast to help the good people and harm the sinners. They have a strong sense of justice. They use the powerful beast to deal with foes and protect their allies.<br />
<br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|str}} score increases by 1.<br />
|trait1= Come Forth Lupu'ti Burrito<br />
|description1= As an action, choose a location that you can see within 120 ft that no one is currently watching (it does not have to be a hidden location). A black and white burrito (donkey) with the stat block of a Draft Horse. Unlike a normal burrito, their attack deals cold damage and have advantage to all attack against creatures with armor or wearing clothes that grants increase to AC. Lupu'ti Burrito cannot harm good aligned creatures. Lupu'ti Burrito also only can harm males.<br />
<br />
You can use this trait once per long rest.<br />
|trait2= Come Forth Shúnu'ti Kitten<br />
|description2= As an action, choose a location that you can see within 120 ft that no one is currently watching (it does not have to be a hidden location). A tiny sized kitten with the Cat stat block. Shúnu'ti kitten has advantage to all charisma based skills against females. As a bonus action, Shúnu'ti kitten transform into a Shúnu'ti Tiger with Panther stat block. Shúnu'ti kitten and Tiger cannot harm good aligned creatures. They can only harm females.<br />
<br />
You can use this trait once per long rest.<br />
|trait3=<br />
|description3=<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
==== Warden ====<br />
Warden Chaneque are the reason why Chaneque is famous with dealing with the spirits. Warden guide the lost children spirits to the after life. It is known for Warden to kidnap lost travelers and take them to the afterlife. These lost travelers come back to the material plane a few days latter with no memory of their journey.<br />
<br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|cha}} score increases by 1.<br />
|trait1= Guide of Children<br />
|description1= You can see spirits of children up to 60 ft away as if you have ethereal sight. You can talk with these spirits. The spirits can talk back to you in incomprehensible language. Other than speak with the dead spell, it is impossible to understand them. Additionally, you have advantage to all charisma checks to talking with children spirits.<br />
|trait2= Journey to the Afterlife<br />
|description2= You and any number of people can enter into a dry trunk of the ceiba tree. You and any creature with you are transported to random afterlife plane. This trait does not give you the ability to return to the material plane. If anyone (except you) returns to the material plan between 3-7 days, they forget their entire journey in the afterlife.<br />
|trait3= <br />
|description3= <br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
==== Beast Shifter ====<br />
A beast shifter is a Chaneque with close ties to animals. Beast shifter Chaneque have body parts of other animals including iguanas, deer, macaws, or coati. Chaneque have the ability to take the form of forest animals such as snakes, monkeys, rats, and opossums in order to hide from humans or to scare them away. <br />
<br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|int}} score increases by 1.<br />
|trait1= Familiar Shape<br />
|description1= You can transform into any creature that a wizard can use as a familiar. As an action, you cast polymorph on you self. You can only choose CR 0 creatures that cannot fly or swim. Additionally you are limited to creatures that appears in the Find Familiar spell. Once you use this trait, you cannot use it again until you complete a long rest.<br />
|trait2= Fearsome Creature<br />
|description2= While you are polymorphed, you have advantage on stealth and intimidation checks. Additionally, the minimal ability score for intelligence, wisdom, and charisma while polymorphed is 8.<br />
|trait3= <br />
|description3= <br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
==== Traveler ====<br />
Traveler often explore the nature. They are known to bless to those that help them and curse to those that harm them. Unlike Karmactic, Traveler prefer to do pranks to those that do evil and guide to those that do good. Traveler prefer a more gentler and subtle way to deal with people.<br />
<br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|wis}} score increases by 1.<br />
|trait1= Forest Native<br />
|description1= You are the protector of the forest and the forest protects you. You cannot get lost in a forest unless it is caused by magical means.<br />
|trait2= Ask for Help<br />
|description2= As an action, you ask for help to a person that can hear and understand you. One of the following events happen.<br />
<br />
If the creature helps you without making them pay a heavy cost (like harming themselves or putting in too much work), you may choose to bless them for one hour. While creature is blessed, the following effects are applied:<br />
* The blessed creature feel like they have the youth and energy of a child.<br />
* Whenever the blessed creature makes an attack roll or a saving throw before the effect ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.<br />
* You are charmed by the blessed creature.<br />
<br />
If the creature refuses to give you help of any kind and they are not hostile to you, you may choose to blow 'bad air' at them. The creature makes a charisma saving throw vs 8 + your wisdom modifier + your proficiency modifier or they get cursed for one hour. While creature under the effects of cursed, the following effects are applied:<br />
* The cursed creature feel like they have a fever or chills. If they try to sleep, it becomes a restless sleep.<br />
* Whenever a cursed creature makes an attack roll or a saving throw before the effect ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.<br />
* You cannot harmed the cursed creature. You may continue to do bad things or forcing them to make saving throws against non-damaging abilities or spells on them.<br />
<br />
Once you use either features, you cannot use it again until you complete a short or long rest.<br />
|trait3=<br />
|description3=<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
<vote type=1 /><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Small Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Levelnom1https://www.dandwiki.com/w/index.php?title=Chaneque_(5e_Race)&diff=1790133Chaneque (5e Race)2023-12-25T19:37:39Z<p>Levelnom1: Created page with " {{stub|A race page is almost never complete when first created. For guidance, see the 5e Race Design Guide.}}<!--Remove this line when the race is finished--> ==Chaneque..."</p>
<hr />
<div><br />
{{stub|A race page is almost never complete when first created. For guidance, see the [[5e Race Design Guide]].}}<!--Remove this line when the race is finished--><br />
==Chaneque==<br />
One popular tale tells of a lost traveler in the forest who hears a familiar voice calling his name, leading him even further astray. Just when he starts to panic, he remembers the advice of a local elder to offer a gift to the Chaneques. He leaves a sweet fruit on the ground, apologizes for his intrusion, and soon finds his way back to the path.<br />
<br />
===Physical Description===<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|https://static.wikia.nocookie.net/monster/images/e/e0/9D745C02-F243-45B1-830E-9F70B5438F83.jpeg|https://monster.fandom.com/wiki/Chaneque}}<br />
</div><br />
<br />
Chaneque's physical appearance varies greatly depending on the birthplace. In the nature, they are like very big spites. In the civilization, they tend to look like very short humans with long, pointed ears. Regardless, Chaneque have a tail. The most shocking aspect of Chaneque is that their feet is upside down. Their bodies are forever child-like. Elder Chaneque have aged heads but youthful body. Modern Chaneque wear simple clothing while traditional Chaneque do not wear any clothes.<br />
<br />
===History===<br />
Chaneque do not record their history and Chaneque have no done anything remarkable for other races to record Chaneque's history.<br />
<br />
===Society===<br />
Chaneque translate to the meaning "those who inhabit dangerous places" or "owners of the house". Chaneque are often found in dangerous natural location across the world. Chaneque prevent people entering into their lands, both for the traveler's safety and protecting their land. Chaneque have strong ties to nature, similar to spites.<br />
<br />
Chaneque can settle in civilized locations. They prefer to live with the other races. Chaneque are very protective of their home. They will go in great lengths to make sure no one robs or damage their home. Chaneque are known to extend their protection pass the walls of their home and encapsuling the entire town. As such, Chaneque are often take up protection based jobs in the city.<br />
<br />
===Chaneque Names===<br />
Chaneque names don't adhere to convention. In fact, it's not uncommon for some Chaneque to be named after animals, plants, objects, or feelings that represent and complement their personalities.<br />
<br />
'''Male:''' Frost, Strombo, Snowflake, or Nightshade<br />
<br />
'''Female:''' Sea, Oceana, Cricket, or Marina><br />
<br />
===Chaneque Traits===<br />
{{5e Racial Traits<br />
|summary= Mexican Spites<br />
|abilities=Your {{5a|dex}} score increases by 2.<br />
|age=Chaneque age at similiar rates to humans.<br />
|alignment= Chaneque tend to chaotic or lawful. Chaotic Chaneque love to create mischief and pranks. Lawful Chaneque love to punish the evil people and help the good people.<br />
|size= Chaneque are generally between two to three feet (0.6 to 0.9 m) in height. Your size is small<br />
|speed=Your base walking speed is 25 feet. <!--Also cover any other movement like a swimming speed--><br />
|trait1= Humanoid Fey<br />
|description1= Your creature type is both humanoid and fey.<br />
|trait2= Protector of the Land<br />
|description2= Choose a dangerous common but not climate based natural location like rapids, volcanoes, cliffs, quick sand, or sulfur pool. You cannot be harmed or negatively effected by this natural location.<br />
<br />
Alternatively, you can choose home. If you do so, you can ritually cast Alarm spell, If you cast it this way, you can only place your alarm spell anywhere in your home, regardless on how far away you are currently at. You home must be stationary and not too large (entire castle would be too large) <br />
|trait3= Soul Snatch<br />
|description3= You can frighten a soul out of a person's body. At 3rd level, you can cast Cause Fear spell. If the target harmed nature or preform adultery within the last 24 hours, they automatically fail this saving throw. If they fail the saving throw and if they become frightened of you, you can snatch part their soul with a bonus action on this turn. As long as you have part of the soul, the owner automatically fail any saving throws against disease.<br />
<br />
You can willing let go the soul at any time. You can store these souls in containers like pots or skulls. While you can hold on to only one soul at a time, you can bypass this restriction by storing the souls into containers. The victim can get the soul back by killing you, destroy the container containing the soul, or to complete a lengthy but cheap ritual at a holy location.<br />
<br />
A creature can prevent the soul snatch by wearing an amulet containing seeds or wearing/holding a holy symbol.<br />
<br />
You can use this feature once per long rest. Intelligence, Wisdom, or Charisma is your spell casting modifier.<br />
|trait4= Hidden from Adults<br />
|description4= You know how hide from the watchful peace keepers. At 5th level, you can cast invisible spell. When you cast this spell this way, you are not invisible to children, only adults. You can use this trait once per long rest.<br />
|trait5= Forgotten Journey<br />
|description5= Your temporary party mates forget their travels with you. If you travel with a person between 3 and 7 days in wilderness, underdark, or one of the fiendish planes, they forget their entire journey with you. Creatures that wear their clothes inside out is immune to this effect.<br />
<!-- Template supports up to 10 traits. --><br />
|languages= You can speak, read, and write Common and Sylvan.<br />
|subrace=<br />
}}<br />
<br />
<!--Subraces are optional, repeat as necessary--><br />
==== Nature Born ====<br />
Nature Born are Chaneque with strong connection with the nature. They rarely are found in civilization. Nature Born are usually found near a dangerous location which they protect or near villages to punish anyone that harms nature. Lonely Chaneque are known to make friends with animals that habit near their homes.<br />
<br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|wis}} score increases by 1.<br />
|trait1= Nature's Friend<br />
|description1=Through sounds and gestures you can communicate simple ideas with Small and Tiny beasts.<br />
|trait2=Mislead and Confused<br />
|description2= At 3rd level, you can preform a ritual that confuses anyone that dares to mess with you. During this 10 minute ritual you must be watching your target the entire time. This effect has no range limitations and as such you can use magic to keep an eye lock on your target. Once you complete your ritual, for the next 1d6 + 2 days, the target and anyone they travel with become magically lost. Only, if they are in wilderness and off the any path. This magical confusion will guide the target away from any dangerous parts of nature. This does not prevent them from wandering into a dangerous location where fearsome beast lives.<br />
<br />
At anytime, you end this magical effect.<br />
<br />
As long as the target is wearing their clothes inside out, they are not effected by this.<br />
|trait3= Best Friend<br />
|description3= Choose a CR 0 beast. With the request of the GM, it can be a higher CR. You can cast Beast Bond on that chosen creature at will.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
==== Karmactic ====<br />
Karmactic are powerful punishers and rewarders. They use beast to help the good people and harm the sinners. They have a strong sense of justice. They use the powerful beast to deal with foes and protect their allies.<br />
<br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|str}} score increases by 1.<br />
|trait1= Come Forth Lupu'ti Burrito<br />
|description1= As an action, choose a location that you can see within 120 ft that no one is currently watching (it does not have to be a hidden location). A black and white burrito (donkey) with the stat block of a Draft Horse. Unlike a normal burrito, their attack deals cold damage and have advantage to all attack against creatures with armor or wearing clothes that grants increase to AC. Lupu'ti Burrito cannot harm good aligned creatures. Lupu'ti Burrito also only can harm males.<br />
<br />
You can use this trait once per long rest.<br />
|trait2= Come Forth Shúnu'ti Kitten<br />
|description2= As an action, choose a location that you can see within 120 ft that no one is currently watching (it does not have to be a hidden location). A tiny sized kitten with the Cat stat block. Shúnu'ti kitten has advantage to all charisma based skills against females. As a bonus action, Shúnu'ti kitten transform into a Shúnu'ti Tiger with Panther stat block. Shúnu'ti kitten and Tiger cannot harm good aligned creatures. They can only harm females.<br />
<br />
You can use this trait once per long rest.<br />
|trait3=<br />
|description3=<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
==== Warden ====<br />
Warden Chaneque are the reason why Chaneque is famous with dealing with the spirits. Warden guide the lost children spirits to the after life. It is known for Warden to kidnap lost travelers and take them to the afterlife. These lost travelers come back to the material plane a few days latter with no memory of their journey.<br />
<br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|cha}} score increases by 1.<br />
|trait1= Guide of Children<br />
|description1= You can see spirits of children up to 60 ft away as if you have ethereal sight. You can talk with these spirits. The spirits can talk back to you in incomprehensible language. Other than speak with the dead spell, it is impossible to understand them. Additionally, you have advantage to all charisma checks to talking with children spirits.<br />
|trait2= Journey to the Afterlife<br />
|description2= You and any number of people can enter into a dry trunk of the ceiba tree. You and any creature with you are transported to random afterlife plane. This trait does not give you the ability to return to the material plane. If anyone (except you) returns to the material plan between 3-7 days, they forget their entire journey in the afterlife.<br />
|trait3= <br />
|description3= <br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
==== Beast Shifter ====<br />
A beast shifter is a Chaneque with close ties to animals. Beast shifter Chaneque have body parts of other animals including iguanas, deer, macaws, or coati. Chaneque have the ability to take the form of forest animals such as snakes, monkeys, rats, and opossums in order to hide from humans or to scare them away. <br />
<br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|int}} score increases by 1.<br />
|trait1= Familiar Shape<br />
|description1= You can transform into any creature that a wizard can use as a familiar. As an action, you cast polymorph on you self. You can only choose CR 0 creatures that cannot fly or swim. Additionally you are limited to creatures that appears in the Find Familiar spell. Once you use this trait, you cannot use it again until you complete a long rest.<br />
|trait2= Fearsome Creature<br />
|description2= While you are polymorphed, you have advantage on stealth and intimidation checks. Additionally, the minimal ability score for intelligence, wisdom, and charisma while polymorphed is 8.<br />
|trait3= <br />
|description3= <br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
==== Traveler ====<br />
Traveler often explore the nature. They are known to bless to those that help them and curse to those that harm them. Unlike Karmactic, Traveler prefer to do pranks to those that do evil and guide to those that do good. Traveler prefer a more gentler and subtle way to deal with people.<br />
<br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|wis}} score increases by 1.<br />
|trait1= Forest Native<br />
|description1= You are the protector of the forest and the forest protects you. You cannot get lost in a forest unless it is caused by magical means.<br />
|trait2= Ask for Help<br />
|description2= As an action, you ask for help to a person that can hear and understand you. One of the following events happen.<br />
<br />
If the creature helps you without making them pay a heavy cost (like harming themselves or putting in too much work), you may choose to bless them for one hour. While creature is blessed, the following effects are applied:<br />
* The blessed creature feel like they have the youth and energy of a child.<br />
* Whenever the blessed creature makes an attack roll or a saving throw before the effect ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.<br />
* You are charmed by the blessed creature.<br />
<br />
If the creature refuses to give you help of any kind and they are not hostile to you, you may choose to blow 'bad air' at them. The creature makes a charisma saving throw vs 8 + your wisdom modifier + your proficiency modifier or they get cursed for one hour. While creature under the effects of cursed, the following effects are applied:<br />
* The cursed creature feel like they have a fever or chills. If they try to sleep, it becomes a restless sleep.<br />
* Whenever a cursed creature makes an attack roll or a saving throw before the effect ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.<br />
* You cannot harmed the cursed creature. You may continue to do bad things or forcing them to make saving throws against non-damaging abilities or spells on them.<br />
<br />
Once you use either features, you cannot use it again until you complete a short or long rest.<br />
|trait3=<br />
|description3=<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
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{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Small Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Levelnom1https://www.dandwiki.com/w/index.php?title=Alux_(5e_Race)&diff=1790025Alux (5e Race)2023-12-24T23:32:38Z<p>Levelnom1: </p>
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{{stub|A race page is almost never complete when first created. For guidance, see the [[5e Race Design Guide]].}}<!--Remove this line when the race is finished--><br />
==Alux==<br />
In the heart of the Mayan jungle, deep within the Yucatan peninsula, there was a small village where people lived in harmony with nature. They followed the ancient ways of their ancestors, paying homage to the spirits and gods that protected their land.<br />
<br />
One day, a young boy named Paco stumbled upon an Aluxe, a mischievous Mayan sprite that lived in the trees. The Aluxe was small, with pointed ears and bright eyes that sparkled like emeralds. He was a trickster, known for playing pranks on the villagers, but he was also known for his generosity.<br />
<br />
Paco was scared at first, but the Aluxe soon put him at ease. The sprite showed him the wonders of the jungle, the animals, and plants that lived there, and even took him to visit the nearby ruins of an ancient temple dedicated to Ixchel, the goddess of fertility and healing.<br />
<br />
Paco was awed by the beauty of the temple, the carvings of the gods, and the intricate patterns of the walls. He felt a deep connection to Ixchel, and he prayed to her, asking for her blessings.<br />
<br />
The Aluxe listened to his prayer and smiled. He knew that Ixchel had heard him and had granted his request. So, he gave Paco a gift, a small jade figurine of Ixchel, which he said was blessed by the goddess herself.<br />
<br />
Paco was overjoyed and thanked the Aluxe for his generosity. He promised to honor Ixchel and to protect the jungle, just like his ancestors had done.<br />
<br />
As he walked back to his village, Paco felt a newfound sense of purpose. He knew that he had been chosen by Ixchel to be her messenger, and he was determined to spread her message of peace and harmony throughout the land.<br />
<br />
From that day on, Paco became known as the boy who had received the Aluxe's gift. He grew up to be a wise leader, respected by his people and beloved by Ixchel. And whenever he felt lost or unsure, he would hold the jade figurine in his hands, and he would feel Ixchel's presence, guiding him on his journey.<br />
<br />
===Physical Description===<br />
<div class="externalimage-holder" style="width:40%;float:right;"><br />
{{5e Image|float:right|https://pbs.twimg.com/media/ELRvQXIWkAAfrdL.jpg|nakanoart ,https://twitter.com/nakanodrawing/status/1203709329246957570}}<br />
</div><br />
<br />
Alux (ah-loosh) have the body of an elf, the size of a short gnome, and the mischief of a goblin child. They are very short with pointy ears.<br />
<br />
Modern Alux are known to dress in traveling clothes.<br />
<br />
Traditional Alux have hole expansions in the lobes of their pointed ears. They believe that it maintain a clean spirit and ward off dirty lies. They wear a collar of wooden beads that symbolize the earth and corn. On their chest is a bag made of henequen (a fiber made from an agave plant), in which Alux can carry seeds and food. Around their ankles they wear a bracelet symbolizing various elements depending on the color. (Turquoise stands for water, black for night, red for the sun, white for the wind and yellow for the earth.)<br />
<br />
===Creation===<br />
The original Alux was created from a clay figure. As more and more Alux are created, escaped, and become wild, the traditional breeding can create more Alux. Breeding can cause an explosion in Alux population.<br />
<br />
==== Artificial Creation ====<br />
;Egg Phase<br />
Artificial creation of Alux starts with the high priest. The high priests take mud from a cave where no woman had ever stepped foot. The mud was then molded into the shape of the being, and after nine nights, mixed with honey, flowers, and nine drops of blood (usually of the new owner). That process creates a 1 inch tall miniature clay figurine of Alux. It serve as an Alux egg.<br />
<br />
A farmer buys the Alux egg from the high priest. The farmer plants the Alux figurine under a remote location or under the oldest tree or in a Kahtal Alux (a house specially built for the Alux), somewhere on the farm. At night fall, when no one is watching, an Alux crack open from its Alux figurine "egg" shell. From birth, Alux knows how to survive in the world. The broken Alux figurine "egg" shell magically reforms as if it was never broken. If anyone picks it up or breaks it, they would notice that it is hollow.<br />
<br />
;Baby Phase<br />
For the next nine nights, Alux must remain in the shadow to complete the creation process. During this time, Alux gain a massive growth spurt. By the end of this phase, Alux grows from below 1 inch to roughly around 1 foot. If the Alux figurine is broken or removed during this fragile phase, Alux will stop growing and slowly die. Baby Alux is blind when exposed to the light during this phase. They will try to run to darkness or freeze up and wait for darkness to return.<br />
<br />
;Child Phase<br />
When Alux becomes ten days old, they can start working on their job. Alux is bound to a 7 year contract to this farm. It is their job to protect the farm from thieves and pest. Young Alux will have to tend to the crops. While Alux are known to bring good luck, this has not been proven. Alux serves the farmer from the shadow. Young Alux are very shy and dislike being seen. Sometimes a lonely Alux will reveal themselves to children. If the farm land changes owner ship, the new farmer must set offering (usually food) to the Alux. Failure to do so, will cause Alux to believe the new farmer is an intruder.<br />
<br />
This 7 year contract is not a slavery contract, but a servant contract. Alux is free to do anything they wish to do as long as they do their job. If Alux is treated poorly or becomes angry with the farmer, Alux will stop doing their job. They will do their best to cause the farmer to loose sleep and drive the farmer crazy. Improving the Alux life style or giving offerings is the only way to appease them. This contract can be dispelled prematurely by destroying the Alux figurine egg.<br />
<br />
;Teenager Phase<br />
At the end of the 7 year contract, Alux becomes teenager. Due to being a servant for long periods, Alux will have a strong desire to cause trouble and mischief. To prevent pranks being played on the farmer and everyone around them, the farmer will trap the Alux in their Kahtal (home) on the last day of the contract. Once the contract is over over, the farmer or a hired third party, will travel far away with the trapped Alux. They will release Alux in the middle of no where, where they cannot cause harm to no one.<br />
<br />
;Adult Phase<br />
By the age 14, Alux will matures adult. With more mature body and mind, the desire to cause mischief will calm down. While it will never go way, Alux is mature enough to control these desires.<br />
<br />
During childhood, goblins, gnomes, fairies, fey creatures, or animals can serve as the parental figure.<br />
<br />
==== Natural Creation ====<br />
Alux is created like any normal mammals, through breeding. Like platypus, Alux lay between one and three eggs. Unlike traditional eggs, these look like clay figurine. These natural eggs are less detailed and more round than their artificial counter part.<br />
<br />
The eggs are buried or places in a dark warm place. After a few weeks, the baby Alux hatch from eggs. While baby Alux know how to survive from birth, they are not very smart nor good at avoiding predators. Usually one or both parents or a family member, like an older sibling, are tasked with protecting the young. The life cycle of wild Alux is similar to the "tame" Alux but without the bound to a job.<br />
<br />
At the age of 7, teenager Alux tend to leave their parents and set of on their own.<br />
<br />
===History===<br />
This history of Alux is lost to time. There is a lot of misinformation and myths about Alux. It is hard to tell which is the truth or a made up story.<br />
<br />
===Society===<br />
Alux's Society can be divided into two "factions" or way of life. The meathod of birth does not impact if an Alux would be "civilized"<br />
<br />
In the "civilized" society, Alux are mostly made of adults or children in servitude. This servitude magically compels the Alux children from causing too much trouble. "civilized" Alux can be found in other race's civilized towns. Due to the fact that they are quick to feel emotions and always have an inner child, Alux are rarely take jobs that requires a trust worthy employee. They often take customer service and other jobs that allow someone else to "babysit" the Alux while they are doing their job.<br />
<br />
"Wild" Alux form small tribes at least a day away from other civilization. Without the servitude, children and teenage wouls love to pull pranks and cause trouble. Such behavers are not welcomed in most civilized towns. For this reason, "wild" Alux civilization prefer to isolate themselves. "Wild" Alux can become more child-like compared the the "civilized" Alux. Regardless, of tribe or town Alux, the best way to anger them is to harm nature.<br />
<br />
Despite the cultural difference, "civilized" and "wild" Alux intermingle freely. There is no hard feelings or negative views between the two cultures.<br />
<br />
=== 7 year Contracts ===<br />
Alux love to work in a 7 year long contacts. It is a perfect length for any job. Just like the artificial Alux, contracted Alux are very devoted to their employers and dislike the change of leadership. While they are more tolerable to bad managers and bad work environment, if pushed to hard and ignore their warning, the prank wars will begin. While Alux can break the contract, it is considered as a social crime among the Alux.<br />
<br />
===Alux Names===<br />
Alux names don't adhere to convention. In fact, it's not uncommon for some Alux to be named after animals, plants, objects, or feelings that represent and complement their personalities.<br />
<br />
'''Male:''' Frost, Strombo, Snowflake, or Nightshade<br />
<br />
'''Female:''' Sea, Oceana, Cricket, or Marina<br />
<br />
===Alux Traits===<br />
{{5e Racial Traits<br />
|summary=Mexican Child-like Mini Elf<br />
|abilities=Your {{5a|dex}} score increases by 2.<br />
|age= Alux grow up very quickly. By the age of 14, they are considered as an adult. Even as a mature adult, Alux will still have many child-ish mischief tendency. Alux reach old age at the similar age to humans.<br />
|alignment= You tend to bless people when they do good things to you and easily angered. Your alignment is usually chaotic.<br />
|size= Alux are generally between two to three feet (0.6 to 0.9 m) in height. Your size is small<br />
|speed= Alux quick speed is described as "Alux have legs like a deer and feet like a lizard so that he will be swift and light.". Your base walking speed is faster than most small races at 30 feet. <br />
|trait1= Owl's Darkvision<br />
|description1="The Alux is granted the eyes like of an owl, in order to remain alert despite the darkness." {{5e Darkvision}}<br />
|trait2= Friends of all Animals<br />
|description2= "In Alux mouth, resides the voice of all animals, which allows them to communicate with every animal." Through sounds and gestures you can communicate simple ideas with Small and Tiny beasts.<br />
|trait3= Tricksters<br />
|description3= "Alux creates howling wind, frightening noises, and strange lights when angered." You know the Minor Illusion cantrip. Intelligence, Wisdom, or charisma is your spellcasting modifier for it.<br />
|trait4= Fearless<br />
|description4= "Alux's heart is a combination of jaguar and dove, enabling them to be both fearless..." You add 1d4 to all saving throws against being frightened.<br />
|trait5= Go Away!<br />
|description5="...and Tender." You gain proficiency in sling shots. When you use sling shots, you may choose to not deal any damage or deal non-lethal damage with them.<br />
|languages= You can speak, read, and write Common and Sylvian. <br />
|subrace= Beast Shifter, Mexican Goblins, Mexican Gomes, Nature Spirit, Nature's and Farmer's Protector, and Traveler<br />
}}<br />
<br />
;Subraces Types<br />
Alux's subraces fall between "civilized" or "wild". "Civilized" subraces are more common in "civilized" society. "Wild" subraces are more common in "Wild" society.<br />
<br />
==== "Civilized" ====<br />
==== Nature's and Farmer's Protector ====<br />
These Alux were created to protect the farm land and nature. Some Maya believe that the Alux are called into being when a farmer builds a little house on his property, most often in a maize field (milpa). For seven years, the alux will help the corn grow, summon rain and patrol the fields at night, whistling to scare off predators or crop thieves. At the end of seven years, the farmer must close the windows and doors of the little house, sealing the alux inside. If this is not done, the alux will run wild and start playing tricks on people.<br />
<br />
{{5e Subrace Traits<br />
|abilities= Your Intelligence score increases by 1<br />
|trait1= Guard the Property<br />
|description1= You know when someone enters your land. You can ritually cast Alarm. When you cast it this way, Alarm can last indefinably but disappears if you mov more thane 1 mile from it. When you cast Alarm, you may choose to cause it to create strange, unnatural sound when triggered, on top of the usual effects.<br />
|trait2= You can't Trap Me.<br />
|description2= You can escape from thieves' grasp. As an action, you can teleport to any Alarm spell that you set down that you can see. Doing this will dispel all alarm spells that you have. Once you use this trait, you cannot use it again until long rest.<br />
|trait3=<br />
|description3=<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
==== Traveler ====<br />
Traveler Alux often explore the nature. They are known tp prank or help traveling people and farmers alike. Stories say that Alux will occasionally stop and ask farmers or travelers for food. If they refuse, the alux will create 'bad air' and blow it into the person. The person suffers fever, chills, bad sleep, or bad luck. However, if their conditions are met, it is thought the alux will protect a person from thieves or even bring them good luck. If Alux are treated with respect, they can be very helpful.<br />
<br />
{{5e Subrace Traits<br />
|abilities= Your Wisdom score increases by 1<br />
|trait1= Forest Native<br />
|description1= You are the protector of the forest and the forest protects you. You cannot get lost in a forest unless it is caused by magical means.<br />
|trait2= Ask for Food<br />
|description2= As an action, you ask for food to a person that can hear and understand you. One of the following events happen.<br />
<br />
If the creature gives you food or some other offering that could buy you food, you may choose to bless them for one hour. While creature is blessed, the following effects are applied:<br />
* The blessed creature feel like they have the youth and energy of a child.<br />
* Whenever the blessed creature makes an attack roll or a saving throw before the effect ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.<br />
* You are charmed by the blessed creature.<br />
<br />
If the creature refuses to give you food or some other offering that could buy you food, you may choose to blow 'bad air' at them. The creature makes a charisma saving throw vs 8 + your wisdom modifier + your proficiency modifier or they get cursed for one hour. While creature under the effects of cursed, the following effects are applied:<br />
* The cursed creature feel like they have a fever or chills. If they try to sleep, it becomes a restless sleep.<br />
* Whenever a cursed creature makes an attack roll or a saving throw before the effect ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.<br />
* You cannot harmed the cursed creature. You may continue to do bad things or forcing them to make saving throws against non-damaging abilities or spells on them.<br />
<br />
Once you use either features, you cannot use it again until you complete a short or long rest.<br />
|trait3=<br />
|description3=<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
==== "Wild" ====<br />
==== Beast Shifter ====<br />
A beast shifter is a Alux with close ties to animals. Beast shifter Alux have body parts of other animals including iguanas, deer, macaws, or coati. In some regions, locals say Aluxes can appear in more frightening forms, including dark shadows or shapes with glowing red eyes. Aluxes have the ability to take the form of forest animals such as snakes, monkeys, rats, and opossums in order to hide from humans or to scare them away. <br />
<br />
{{5e Subrace Traits<br />
|abilities= Your Charisma score increases by 1<br />
|trait1= Fey Creature<br />
|description1= Your creature type is both Fey and Humanoid. Additionally, you may have a body parts of other animals. These body parts are purely cosmetic.<br />
|trait2= Familiar Shape<br />
|description2= You can transform into any creature that a wizard can use as a familiar. As an action, you cast polymorph on you self. You can only choose CR 0 creatures that cannot fly or swim. Additionally you are limited to creatures that appears in the Find Familiar spell. Once you use this trait, you cannot use it again until you complete a long rest.<br />
|trait3= Shadow Familiar Shape<br />
|description3= You can be made of shadows to scare off the kids. Whenever use Familiar Shape, you can choose to appear more frightening. If you choose this, the following is applied:<br />
* Your polymorph form is made of shadows with glowing red eyes instead of flesh and bones.<br />
* Your creature type is undead instead of beast.<br />
* You have advantage on intimidation checks but disadvantage on all other charisma checks.<br />
* You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.<br />
}}<br />
<br />
====Mexican Goblins====<br />
Alux are very similar to goblins. You lived with the goblins and pick up a few new tricks.<br />
<br />
{{5e Subrace Traits<br />
|abilities= Your Charisma score increases by 1<br />
|trait1= Goblin Tricks<br />
|description1= You learn something from goblins choose one option from below:<br />
* Flee: You can take the Disengage action as a bonus action on each of your turns.<br />
* Hide: You can take the Hide action as a bonus action on each of your turns.<br />
When you complete a long rest, you can switch to the other option.<br />
|trait2= <br />
|description2= <br />
|trait3=<br />
|description3=<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
====Mexican Gnome====<br />
Alux are very similar to gnomes. You lived with the gnome and pick up a few new tricks.<br />
<br />
{{5e Subrace Traits<br />
|abilities= Your Intelligence score increases by 1<br />
|trait1= Gnome-like Cunning<br />
|description1= You have advantage on all Intelligence and Wisdom saves against magic.<br />
|trait2= <br />
|description2= <br />
|trait3=<br />
|description3=<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
==== Nature Spirit ====<br />
Alux originally is made from a statue and a nature spirit. Unlike most Alux, you managed to keep some abilities from the nature spirit. Tradition holds that alux are generally invisible but are able to assume physical form for purposes of communicating with and frightening humans as well as to congregate. They are generally associated with natural features such as jungles, forests, fields, caves, and even deep stones but can also be enticed to move somewhere through offerings. However, they are able to make a home anywhere they wish, as long as they have food, water, and shelter.<br />
<br />
Locals and visitors alike should also avoid calling the Alux by name, since speaking the name of an Alux may summon it to you, an event that no Alux is a fan of.<br />
<br />
{{5e Subrace Traits<br />
|abilities= Your Strength score increases by 1<br />
|trait1= Fey Creature<br />
|description1= Your creature type is both Fey and Humanoid.<br />
|trait2= Connection with Nature<br />
|description2= You are particularly familiar with one type of natural environment and are adept at protecting and hiding in such regions. Choose one type of nature terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark.<br />
<br />
Whenever you roll a Dexterity (Stealth) check in your chosen nature terrain, roll a d4 and add the number rolled to the total ability check.<br />
|trait3= One with Nature<br />
|description3= You can use nature magic to hide yourself. Starting at 3rd level, you can also cast the Invisibility spell with this trait. Once you cast this spell with this trait, you can't cast that spell again until you finish a long rest. Intelligence, Wisdom, or Charisma is your Spellcasting Ability for this spell.<br />
|trait4= Unwanted Summoning<br />
|description4= As a creature strongly tied to nature, you can be summoned like any other fey creature. When someone cast a spell to summon fey creature, like conjure fey, and they say the word "Alux" as part of the spell casting, roll a d100. If the number is equal to or lower than the creature's level or cr, you are teleported to the location of the summoner. The GM may choose that only you get summoned, the entire party, or you and the usual fey creatures. <br />
}}<br />
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{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Small Size]] <br />
[[Category:Humanoid Type]] <br />
<!--[[Category:RaceSubtype Tag]]--></div>Levelnom1https://www.dandwiki.com/w/index.php?title=Alux_(5e_Race)&diff=1789811Alux (5e Race)2023-12-24T05:56:13Z<p>Levelnom1: /* Mexican Gnome= */</p>
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<div><br />
{{stub|A race page is almost never complete when first created. For guidance, see the [[5e Race Design Guide]].}}<!--Remove this line when the race is finished--><br />
==Alux==<br />
In the heart of the Mayan jungle, deep within the Yucatan peninsula, there was a small village where people lived in harmony with nature. They followed the ancient ways of their ancestors, paying homage to the spirits and gods that protected their land.<br />
<br />
One day, a young boy named Paco stumbled upon an Aluxe, a mischievous Mayan sprite that lived in the trees. The Aluxe was small, with pointed ears and bright eyes that sparkled like emeralds. He was a trickster, known for playing pranks on the villagers, but he was also known for his generosity.<br />
<br />
Paco was scared at first, but the Aluxe soon put him at ease. The sprite showed him the wonders of the jungle, the animals, and plants that lived there, and even took him to visit the nearby ruins of an ancient temple dedicated to Ixchel, the goddess of fertility and healing.<br />
<br />
Paco was awed by the beauty of the temple, the carvings of the gods, and the intricate patterns of the walls. He felt a deep connection to Ixchel, and he prayed to her, asking for her blessings.<br />
<br />
The Aluxe listened to his prayer and smiled. He knew that Ixchel had heard him and had granted his request. So, he gave Paco a gift, a small jade figurine of Ixchel, which he said was blessed by the goddess herself.<br />
<br />
Paco was overjoyed and thanked the Aluxe for his generosity. He promised to honor Ixchel and to protect the jungle, just like his ancestors had done.<br />
<br />
As he walked back to his village, Paco felt a newfound sense of purpose. He knew that he had been chosen by Ixchel to be her messenger, and he was determined to spread her message of peace and harmony throughout the land.<br />
<br />
From that day on, Paco became known as the boy who had received the Aluxe's gift. He grew up to be a wise leader, respected by his people and beloved by Ixchel. And whenever he felt lost or unsure, he would hold the jade figurine in his hands, and he would feel Ixchel's presence, guiding him on his journey.<br />
<br />
===Physical Description===<br />
<div class="externalimage-holder" style="width:40%;float:right;"><br />
{{5e Image|float:right|https://pbs.twimg.com/media/ELRvQXIWkAAfrdL.jpg|nakanoart ,https://twitter.com/nakanodrawing/status/1203709329246957570}}<br />
</div><br />
<br />
Alux (ah-loosh) are a mixture of elves, gnomes, and goblins. They are very short with pointy ears. Modern Alux are known to dress in traveling clothes.<br />
<br />
Traditional Alux have hole expansions in the lobes of their pointed ears to maintain a clean spirit and ward off dirty lies. They wear a collar of wooden beads that symbolize the earth and corn. On their chest is a bag made of henequen (a fiber made from an agave plant), in which Alux can carry seeds and food. Around their ankles they wear a bracelet symbolizing various elements depending on the color. (Turquoise stands for water, black for night, red for the sun, white for the wind and yellow for the earth.)<br />
<br />
===Creation===<br />
The original Alux was created from a clay figure. As more and more Alux are created, escaped, and become wild, the traditional breeding can create more Alux. Breeding can cause an explosion in Alux population.<br />
<br />
==== Artificial Creation ====<br />
Artificial creation of Alux starts with the high priest. The high priests take mud from a cave where no woman had ever stepped foot. The mud was then molded into the shape of the being, and after nine nights, mixed with honey, flowers, and nine drops of blood (usually of the new owner). That process creates a 1 inch tall miniature clay figurine of Alux. It serve as an Alux egg.<br />
<br />
A farmer buys the Alux egg from the high priest. The farmer plants the Alux figurine under a remote location or under the oldest tree or in a Kahtal Alux (a house specially built for the Alux), somewhere on the farm. At night fall, when no one is watching, an Alux crack open from its Alux figurine "egg" shell. From birth, Alux knows how to survive in the world. The broken Alux figurine "egg" shell magically reforms as if it was never broken. If anyone picks it up or breaks it, they would notice that it is hollow.<br />
<br />
For the next nine nights, Alux must remain in the shadow to complete the creation process. During this time, Alux gain a massive growth spurt. By the end of this phase, Alux grows from below 1 inch to roughly around 1 foot. If the Alux figurine is broken or removed during this fragile phase, Alux will stop growing and slowly die. Baby Alux is blind when exposed to the light during this phase. They will try to run to darkness or freeze up and wait for darkness to return.<br />
<br />
When Alux becomes ten days old, they can start working on their job. Alux is bound to a 7 year contract to this farm. It is their job to protect the farm from thieves and pest. Young Alux will have to tend to the crops. While Alux are known to bring good luck, this has not been proven. Alux serves the farmer from the shadow. Young Alux are very shy and dislike being seen. Sometimes a lonely Alux will reveal themselves to children. If the farm land changes owner ship, the new farmer must set offering (usually food) to the Alux. Failure to do so, will cause Alux to believe the new farmer is an intruder.<br />
<br />
This 7 year contract is not a slavery contract, but a servant contract. Alux is free to do anything they wish to do as long as they do their job. If Alux is treated poorly or becomes angry with the farmer, Alux will stop doing their job. They will do their best to cause the farmer to loose sleep and drive the farmer crazy. Improving the Alux life style or giving offerings is the only way to appease them. This contract can be dispelled prematurely by destroying the Alux figurine egg.<br />
<br />
At the end of the 7 year contract, Alux becomes teenager. Usually after so long in servitude, Alux will have a strong desire to cause trouble and mischief. To prevent pranks being played on the farmer and everyone around them, the farmer will trap the Alux in their Kahtal (home) on the last day of the contract. Once the contract is over over, the farmer or a hired third party, will travel far away with the trapped Alux. They will release Alux in the middle of no where, where they cannot cause harm to no one.<br />
<br />
By the age 14, Alux will full adult. Over the seven years, the desire to cause mischief will calm down. While it will never go way but Alux is mature enough to control these desires.<br />
<br />
During childhood, goblins, gnomes, fairies, fey creatures, or animals can serve as the parental figure.<br />
<br />
==== Natural Creation ====<br />
Alux is created like any normal mammals, through breeding. Like platypus, Alux lay between one and three eggs. Unlike traditional eggs, these look like clay figurine. These natural eggs are less detailed and more round than their artificial counter part.<br />
<br />
The eggs are buried or places in a dark warm place. After a few weeks, the baby Alux hatch from eggs. While baby Alux know how to survive from birth, they are not very smart nor good at avoiding predators. Usually one or both parents or a family member, like an older sibling, are tasked with protecting the young. The life cycle of wild Alux is similar to the "tame" Alux but without the bound to a job.<br />
<br />
At the age of 7, teenager Alux tend to leave their parents and set of on their own.<br />
<br />
===History===<br />
This history of Alux is lost to time. There is a lot of misinformation and myths about Alux. It is hard to tell which is the truth or a made up story.<br />
<br />
===Society===<br />
Adult Alux can be found in other race's civilized towns. Due to the fact that they are quick to feel emotions and always have an inner child, Alux are rarely take any high trust jobs. They often take customer service and other jobs that allow someone else to "babysit" the Alux while they are doing their job.<br />
<br />
Alux form small tribes at least a day away from other civilization. They know that child and teenage Alux love to pull pranks. Such behavers are not welcomed in most civilized towns. Tribal Alux can become more child-like compared the the city Alux. Regardless, of tribe or town Alux, the best way to anger them is to harm nature.<br />
<br />
=== 7 year Contracts ===<br />
Alux love to work in a 7 year long contacts. It is a perfect length for any job. Just like the artificial Alux, contracted Alux are very devoted to their employers and dislike the change of leadership. While they are more tolerable to bad managers and bad work environment, if pushed to hard and ignore their warning, the prank wars will begin. While Alux can break the contract, it is considered as a social crime among the Alux.<br />
<br />
===Alux Names===<br />
Alux names don't adhere to convention. In fact, it's not uncommon for some Alux to be named after animals, plants, objects, or feelings that represent and complement their personalities.<br />
<br />
'''Male:''' Frost, Strombo, Snowflake, or Nightshade<br />
<br />
'''Female:''' Sea, Oceana, Cricket, or Marina<br />
<br />
===Alux Traits===<br />
{{5e Racial Traits<br />
|summary=Mexican Nature Goblins<br />
|abilities=Your {{5a|dex}} score increases by 2.<br />
|age= Alux mentally matures very early of 7 months but it takes 13 years to physically matures. Alux reach only age at 84.<br />
|alignment= You tend to bless people when they do good things to you and easily angered. Your alignment is usually chaotic.<br />
|size= Alux are generally between two to three feet (0.6 to 0.9 m) in height. Your size is small<br />
|speed= Alux quick speed is described as "Alux have legs like a deer and feet like a lizard so that he will be swift and light.". Your base walking speed is 30 feet. <br />
|trait1= Owl's Darkvision<br />
|description1="The Alux is granted the eyes like of an owl, in order to remain alert despite the darkness." {{5e Darkvision}}<br />
|trait2= Friends of all Animals<br />
|description2= "In Alux mouth, resides the voice of all animals, which allows them to communicate with every animal." Through sounds and gestures you can communicate simple ideas with Small or smaller beasts.<br />
|trait3= Tricksters<br />
|description3= "Alux creates howling wind, frightening noises, and strange lights when angered." You know the Minor Illusion cantrip. Intelligence, Wisdom, or charisma is your spellcasting modifier for it.<br />
|trait4= Go Away!<br />
|description4= "Alux's heart is a combination of jaguar and dove, enabling them to be both fearless and tender." You gain proficiency in sling slots. When you use sling slots, you may choose to not deal any damage with them.<br />
|languages= You can speak, read, and write Common and Sylvian. <br />
|subrace= Beast Shifter, Mexican Goblins, Mexican Gomes, Nature Spirit, Nature's and Farmer's Protector, and Traveler<br />
}}<br />
<br />
==== Beast Shifter ====<br />
A beast shifter is a Alux with close ties to animals. Beast shifter Alux have body parts of other animals including iguanas, deer, macaws, or coati. In some regions, locals say Aluxes can appear in more frightening forms, including dark shadows or shapes with glowing red eyes. Aluxes have the ability to take the form of forest animals such as snakes, monkeys, rats, and opossums in order to hide from humans or to scare them away. <br />
<br />
{{5e Subrace Traits<br />
|abilities= Your Charisma score increases by 1<br />
|trait1= Fey Creature<br />
|description1= Your creature type is both Fey and Humanoid. Additionally, you may have a body parts of other animals. These body parts are purely cosmetic.<br />
|trait2= Familiar Shape<br />
|description2= You can transform into any creature that a wizard can use as a familiar. As an action, you cast polymorph on you self. You can only choose CR 0 creatures that cannot fly or swim. Additionally you are limited to creatures that appears in the Find Familiar spell. Once you use this trait, you cannot use it again until you complete a long rest.<br />
|trait3= Shadow Familiar Shape<br />
|description3= You can be made of shadows to scare off the kids. Whenever use Familiar Shape, you can choose to appear more frightening. If you choose this, the following is applied:<br />
* Your polymorph form is made of shadows with glowing red eyes instead of flesh and bones.<br />
* Your creature type is undead instead of beast.<br />
* You have advantage on intimidation checks but disadvantage on all other charisma checks.<br />
* You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.<br />
}}<br />
<br />
====Mexican Goblins====<br />
Alux are very similar to goblins. You lived with the goblins and pick up a few new tricks.<br />
<br />
{{5e Subrace Traits<br />
|abilities= Your Charisma score increases by 1<br />
|trait1= Goblin Tricks<br />
|description1= You learn something from goblins choose one option from below:<br />
* Flee: You can take the Disengage action as a bonus action on each of your turns.<br />
* Hide: You can take the Hide action as a bonus action on each of your turns.<br />
When you complete a long rest, you can switch to the other option.<br />
|trait2= <br />
|description2= <br />
|trait3=<br />
|description3=<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
====Mexican Gnome====<br />
Alux are very similar to gnomes. You lived with the gnome and pick up a few new tricks.<br />
<br />
{{5e Subrace Traits<br />
|abilities= Your Intelligence score increases by 1<br />
|trait1= Gnome-like Cunning<br />
|description1= You have advantage on all Intelligence and Wisdom saves against magic.<br />
|trait2= <br />
|description2= <br />
|trait3=<br />
|description3=<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
==== Nature Spirit ====<br />
Alux originally is made from a statue and a nature spirit. Unlike most Alux, you managed to keep some abilities from the nature spirit. Tradition holds that alux are generally invisible but are able to assume physical form for purposes of communicating with and frightening humans as well as to congregate. They are generally associated with natural features such as jungles, forests, fields, caves, and even deep stones but can also be enticed to move somewhere through offerings. However, they are able to make a home anywhere they wish, as long as they have food, water, and shelter.<br />
<br />
Locals and visitors alike should also avoid calling the Alux by name, since speaking the name of an Alux may summon it to you, an event that no Alux is a fan of.<br />
<br />
{{5e Subrace Traits<br />
|abilities= Your Strength score increases by 1<br />
|trait1= Fey Creature<br />
|description1= Your creature type is both Fey and Humanoid.<br />
|trait2= Connection with Nature<br />
|description2= You are particularly familiar with one type of natural environment and are adept at protecting and hiding in such regions. Choose one type of nature terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark.<br />
<br />
Whenever you roll a Dexterity (Stealth) check in your chosen nature terrain, roll a d4 and add the number rolled to the total ability check.<br />
|trait3= One with Nature<br />
|description3= You can use nature magic to hide yourself. Starting at 3rd level, you can also cast the Invisibility spell with this trait. Once you cast this spell with this trait, you can't cast that spell again until you finish a long rest. Intelligence, Wisdom, or Charisma is your Spellcasting Ability for this spell.<br />
|trait4= Unwanted Summoning<br />
|description4= As a creature strongly tied to nature, you can be summoned like any other fey creature. When someone cast a spell to summon fey creature, like conjure fey, and they say the word "Alux" as part of the spell casting, roll a d100. If the number is equal to or lower than the creature's level or cr, you are teleported to the location of the summoner. The GM may choose that only you get summoned, the entire party, or you and the usual fey creatures. <br />
}}<br />
<br />
==== Nature's and Farmer's Protector ====<br />
These Alux were created to protect the farm land and nature. Some Maya believe that the Alux are called into being when a farmer builds a little house on his property, most often in a maize field (milpa). For seven years, the alux will help the corn grow, summon rain and patrol the fields at night, whistling to scare off predators or crop thieves. At the end of seven years, the farmer must close the windows and doors of the little house, sealing the alux inside. If this is not done, the alux will run wild and start playing tricks on people.<br />
<br />
{{5e Subrace Traits<br />
|abilities= Your Intelligence score increases by 1<br />
|trait1= Guard the Property<br />
|description1= You know when someone enters your land. You can ritually cast Alarm. When you cast it this way, Alarm can last indefinably but disappears if you mov more thane 1 mile from it. When you cast Alarm, you may choose to cause it to create strange, unnatural sound when triggered, on top of the usual effects.<br />
|trait2= You can't Trap Me.<br />
|description2= You can escape from thieves' grasp. As an action, you can teleport to any Alarm spell that you set down that you can see. Doing this will dispel all alarm spells that you have. Once you use this trait, you cannot use it again until long rest.<br />
|trait3=<br />
|description3=<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
==== Traveler ====<br />
Traveler Alux often explore the nature. They are known tp prank or help traveling people and farmers alike. Stories say that Alux will occasionally stop and ask farmers or travelers for food. If they refuse, the alux will create 'bad air' and blow it into the person. The person suffers fever, chills, bad sleep, or bad luck. However, if their conditions are met, it is thought the alux will protect a person from thieves or even bring them good luck. If Alux are treated with respect, they can be very helpful.<br />
<br />
{{5e Subrace Traits<br />
|abilities= Your Wisdom score increases by 1<br />
|trait1= Ask for Food<br />
|description1= As an action, you ask for food to a person that can hear and understand you. One of the following events happen.<br />
<br />
If the creature gives you food or some other offering that could buy you food, you may choose to bless them for one hour. While creature is blessed, the following effects are applied:<br />
* Whenever the blessed creature makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.<br />
* You are charmed by the blessed creature.<br />
<br />
If the creature refuses to give you food or some other offering that could buy you food, you may choose to blow 'bad air' at them. The creature makes a charisma saving throw vs 8 + your wisdom modifier + your proficiency modifier or they get bane for one hour. While creature under the effects of bane, the following effects are applied:<br />
* The bane creature feel like they have a fever or chills. If they try to sleep, it becomes a restless sleep.<br />
* Whenever a bane creature makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.<br />
* You cannot harmed the bane creature. You may continue to do bad things or de-buffing spells on them.<br />
<br />
Once you use either features, you cannot use it again until you complete a short or long rest.<br />
|trait2= Forest Native<br />
|description2= You are the protector of the forest and the forest protects you. You cannot get lost in a forest unless it is caused by magical means. Additionally, you gain proficiency in nature or survival.<br />
|trait3=<br />
|description3=<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
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{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Small Size]] <br />
[[Category:Humanoid Type]] <br />
<!--[[Category:RaceSubtype Tag]]--></div>Levelnom1https://www.dandwiki.com/w/index.php?title=Alux_(5e_Race)&diff=1789810Alux (5e Race)2023-12-24T05:55:16Z<p>Levelnom1: /* Beast Shifter */</p>
<hr />
<div><br />
{{stub|A race page is almost never complete when first created. For guidance, see the [[5e Race Design Guide]].}}<!--Remove this line when the race is finished--><br />
==Alux==<br />
In the heart of the Mayan jungle, deep within the Yucatan peninsula, there was a small village where people lived in harmony with nature. They followed the ancient ways of their ancestors, paying homage to the spirits and gods that protected their land.<br />
<br />
One day, a young boy named Paco stumbled upon an Aluxe, a mischievous Mayan sprite that lived in the trees. The Aluxe was small, with pointed ears and bright eyes that sparkled like emeralds. He was a trickster, known for playing pranks on the villagers, but he was also known for his generosity.<br />
<br />
Paco was scared at first, but the Aluxe soon put him at ease. The sprite showed him the wonders of the jungle, the animals, and plants that lived there, and even took him to visit the nearby ruins of an ancient temple dedicated to Ixchel, the goddess of fertility and healing.<br />
<br />
Paco was awed by the beauty of the temple, the carvings of the gods, and the intricate patterns of the walls. He felt a deep connection to Ixchel, and he prayed to her, asking for her blessings.<br />
<br />
The Aluxe listened to his prayer and smiled. He knew that Ixchel had heard him and had granted his request. So, he gave Paco a gift, a small jade figurine of Ixchel, which he said was blessed by the goddess herself.<br />
<br />
Paco was overjoyed and thanked the Aluxe for his generosity. He promised to honor Ixchel and to protect the jungle, just like his ancestors had done.<br />
<br />
As he walked back to his village, Paco felt a newfound sense of purpose. He knew that he had been chosen by Ixchel to be her messenger, and he was determined to spread her message of peace and harmony throughout the land.<br />
<br />
From that day on, Paco became known as the boy who had received the Aluxe's gift. He grew up to be a wise leader, respected by his people and beloved by Ixchel. And whenever he felt lost or unsure, he would hold the jade figurine in his hands, and he would feel Ixchel's presence, guiding him on his journey.<br />
<br />
===Physical Description===<br />
<div class="externalimage-holder" style="width:40%;float:right;"><br />
{{5e Image|float:right|https://pbs.twimg.com/media/ELRvQXIWkAAfrdL.jpg|nakanoart ,https://twitter.com/nakanodrawing/status/1203709329246957570}}<br />
</div><br />
<br />
Alux (ah-loosh) are a mixture of elves, gnomes, and goblins. They are very short with pointy ears. Modern Alux are known to dress in traveling clothes.<br />
<br />
Traditional Alux have hole expansions in the lobes of their pointed ears to maintain a clean spirit and ward off dirty lies. They wear a collar of wooden beads that symbolize the earth and corn. On their chest is a bag made of henequen (a fiber made from an agave plant), in which Alux can carry seeds and food. Around their ankles they wear a bracelet symbolizing various elements depending on the color. (Turquoise stands for water, black for night, red for the sun, white for the wind and yellow for the earth.)<br />
<br />
===Creation===<br />
The original Alux was created from a clay figure. As more and more Alux are created, escaped, and become wild, the traditional breeding can create more Alux. Breeding can cause an explosion in Alux population.<br />
<br />
==== Artificial Creation ====<br />
Artificial creation of Alux starts with the high priest. The high priests take mud from a cave where no woman had ever stepped foot. The mud was then molded into the shape of the being, and after nine nights, mixed with honey, flowers, and nine drops of blood (usually of the new owner). That process creates a 1 inch tall miniature clay figurine of Alux. It serve as an Alux egg.<br />
<br />
A farmer buys the Alux egg from the high priest. The farmer plants the Alux figurine under a remote location or under the oldest tree or in a Kahtal Alux (a house specially built for the Alux), somewhere on the farm. At night fall, when no one is watching, an Alux crack open from its Alux figurine "egg" shell. From birth, Alux knows how to survive in the world. The broken Alux figurine "egg" shell magically reforms as if it was never broken. If anyone picks it up or breaks it, they would notice that it is hollow.<br />
<br />
For the next nine nights, Alux must remain in the shadow to complete the creation process. During this time, Alux gain a massive growth spurt. By the end of this phase, Alux grows from below 1 inch to roughly around 1 foot. If the Alux figurine is broken or removed during this fragile phase, Alux will stop growing and slowly die. Baby Alux is blind when exposed to the light during this phase. They will try to run to darkness or freeze up and wait for darkness to return.<br />
<br />
When Alux becomes ten days old, they can start working on their job. Alux is bound to a 7 year contract to this farm. It is their job to protect the farm from thieves and pest. Young Alux will have to tend to the crops. While Alux are known to bring good luck, this has not been proven. Alux serves the farmer from the shadow. Young Alux are very shy and dislike being seen. Sometimes a lonely Alux will reveal themselves to children. If the farm land changes owner ship, the new farmer must set offering (usually food) to the Alux. Failure to do so, will cause Alux to believe the new farmer is an intruder.<br />
<br />
This 7 year contract is not a slavery contract, but a servant contract. Alux is free to do anything they wish to do as long as they do their job. If Alux is treated poorly or becomes angry with the farmer, Alux will stop doing their job. They will do their best to cause the farmer to loose sleep and drive the farmer crazy. Improving the Alux life style or giving offerings is the only way to appease them. This contract can be dispelled prematurely by destroying the Alux figurine egg.<br />
<br />
At the end of the 7 year contract, Alux becomes teenager. Usually after so long in servitude, Alux will have a strong desire to cause trouble and mischief. To prevent pranks being played on the farmer and everyone around them, the farmer will trap the Alux in their Kahtal (home) on the last day of the contract. Once the contract is over over, the farmer or a hired third party, will travel far away with the trapped Alux. They will release Alux in the middle of no where, where they cannot cause harm to no one.<br />
<br />
By the age 14, Alux will full adult. Over the seven years, the desire to cause mischief will calm down. While it will never go way but Alux is mature enough to control these desires.<br />
<br />
During childhood, goblins, gnomes, fairies, fey creatures, or animals can serve as the parental figure.<br />
<br />
==== Natural Creation ====<br />
Alux is created like any normal mammals, through breeding. Like platypus, Alux lay between one and three eggs. Unlike traditional eggs, these look like clay figurine. These natural eggs are less detailed and more round than their artificial counter part.<br />
<br />
The eggs are buried or places in a dark warm place. After a few weeks, the baby Alux hatch from eggs. While baby Alux know how to survive from birth, they are not very smart nor good at avoiding predators. Usually one or both parents or a family member, like an older sibling, are tasked with protecting the young. The life cycle of wild Alux is similar to the "tame" Alux but without the bound to a job.<br />
<br />
At the age of 7, teenager Alux tend to leave their parents and set of on their own.<br />
<br />
===History===<br />
This history of Alux is lost to time. There is a lot of misinformation and myths about Alux. It is hard to tell which is the truth or a made up story.<br />
<br />
===Society===<br />
Adult Alux can be found in other race's civilized towns. Due to the fact that they are quick to feel emotions and always have an inner child, Alux are rarely take any high trust jobs. They often take customer service and other jobs that allow someone else to "babysit" the Alux while they are doing their job.<br />
<br />
Alux form small tribes at least a day away from other civilization. They know that child and teenage Alux love to pull pranks. Such behavers are not welcomed in most civilized towns. Tribal Alux can become more child-like compared the the city Alux. Regardless, of tribe or town Alux, the best way to anger them is to harm nature.<br />
<br />
=== 7 year Contracts ===<br />
Alux love to work in a 7 year long contacts. It is a perfect length for any job. Just like the artificial Alux, contracted Alux are very devoted to their employers and dislike the change of leadership. While they are more tolerable to bad managers and bad work environment, if pushed to hard and ignore their warning, the prank wars will begin. While Alux can break the contract, it is considered as a social crime among the Alux.<br />
<br />
===Alux Names===<br />
Alux names don't adhere to convention. In fact, it's not uncommon for some Alux to be named after animals, plants, objects, or feelings that represent and complement their personalities.<br />
<br />
'''Male:''' Frost, Strombo, Snowflake, or Nightshade<br />
<br />
'''Female:''' Sea, Oceana, Cricket, or Marina<br />
<br />
===Alux Traits===<br />
{{5e Racial Traits<br />
|summary=Mexican Nature Goblins<br />
|abilities=Your {{5a|dex}} score increases by 2.<br />
|age= Alux mentally matures very early of 7 months but it takes 13 years to physically matures. Alux reach only age at 84.<br />
|alignment= You tend to bless people when they do good things to you and easily angered. Your alignment is usually chaotic.<br />
|size= Alux are generally between two to three feet (0.6 to 0.9 m) in height. Your size is small<br />
|speed= Alux quick speed is described as "Alux have legs like a deer and feet like a lizard so that he will be swift and light.". Your base walking speed is 30 feet. <br />
|trait1= Owl's Darkvision<br />
|description1="The Alux is granted the eyes like of an owl, in order to remain alert despite the darkness." {{5e Darkvision}}<br />
|trait2= Friends of all Animals<br />
|description2= "In Alux mouth, resides the voice of all animals, which allows them to communicate with every animal." Through sounds and gestures you can communicate simple ideas with Small or smaller beasts.<br />
|trait3= Tricksters<br />
|description3= "Alux creates howling wind, frightening noises, and strange lights when angered." You know the Minor Illusion cantrip. Intelligence, Wisdom, or charisma is your spellcasting modifier for it.<br />
|trait4= Go Away!<br />
|description4= "Alux's heart is a combination of jaguar and dove, enabling them to be both fearless and tender." You gain proficiency in sling slots. When you use sling slots, you may choose to not deal any damage with them.<br />
|languages= You can speak, read, and write Common and Sylvian. <br />
|subrace= Beast Shifter, Mexican Goblins, Mexican Gomes, Nature Spirit, Nature's and Farmer's Protector, and Traveler<br />
}}<br />
<br />
==== Beast Shifter ====<br />
A beast shifter is a Alux with close ties to animals. Beast shifter Alux have body parts of other animals including iguanas, deer, macaws, or coati. In some regions, locals say Aluxes can appear in more frightening forms, including dark shadows or shapes with glowing red eyes. Aluxes have the ability to take the form of forest animals such as snakes, monkeys, rats, and opossums in order to hide from humans or to scare them away. <br />
<br />
{{5e Subrace Traits<br />
|abilities= Your Charisma score increases by 1<br />
|trait1= Fey Creature<br />
|description1= Your creature type is both Fey and Humanoid. Additionally, you may have a body parts of other animals. These body parts are purely cosmetic.<br />
|trait2= Familiar Shape<br />
|description2= You can transform into any creature that a wizard can use as a familiar. As an action, you cast polymorph on you self. You can only choose CR 0 creatures that cannot fly or swim. Additionally you are limited to creatures that appears in the Find Familiar spell. Once you use this trait, you cannot use it again until you complete a long rest.<br />
|trait3= Shadow Familiar Shape<br />
|description3= You can be made of shadows to scare off the kids. Whenever use Familiar Shape, you can choose to appear more frightening. If you choose this, the following is applied:<br />
* Your polymorph form is made of shadows with glowing red eyes instead of flesh and bones.<br />
* Your creature type is undead instead of beast.<br />
* You have advantage on intimidation checks but disadvantage on all other charisma checks.<br />
* You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.<br />
}}<br />
<br />
====Mexican Goblins====<br />
Alux are very similar to goblins. You lived with the goblins and pick up a few new tricks.<br />
<br />
{{5e Subrace Traits<br />
|abilities= Your Charisma score increases by 1<br />
|trait1= Goblin Tricks<br />
|description1= You learn something from goblins choose one option from below:<br />
* Flee: You can take the Disengage action as a bonus action on each of your turns.<br />
* Hide: You can take the Hide action as a bonus action on each of your turns.<br />
When you complete a long rest, you can switch to the other option.<br />
|trait2= <br />
|description2= <br />
|trait3=<br />
|description3=<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
===Mexican Gnome====<br />
Alux are very similar to gnomes. You lived with the gnome and pick up a few new tricks.<br />
<br />
{{5e Subrace Traits<br />
|abilities= Your Intelligence score increases by 1<br />
|trait1= Gnome-like Cunning<br />
|description1= You have advantage on all Intelligence and Wisdom saves against magic.<br />
|trait2= <br />
|description2= <br />
|trait3=<br />
|description3=<br />
|trait4=<br />
|description4=<br />
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|description5=<br />
}}<br />
<br />
==== Nature Spirit ====<br />
Alux originally is made from a statue and a nature spirit. Unlike most Alux, you managed to keep some abilities from the nature spirit. Tradition holds that alux are generally invisible but are able to assume physical form for purposes of communicating with and frightening humans as well as to congregate. They are generally associated with natural features such as jungles, forests, fields, caves, and even deep stones but can also be enticed to move somewhere through offerings. However, they are able to make a home anywhere they wish, as long as they have food, water, and shelter.<br />
<br />
Locals and visitors alike should also avoid calling the Alux by name, since speaking the name of an Alux may summon it to you, an event that no Alux is a fan of.<br />
<br />
{{5e Subrace Traits<br />
|abilities= Your Strength score increases by 1<br />
|trait1= Fey Creature<br />
|description1= Your creature type is both Fey and Humanoid.<br />
|trait2= Connection with Nature<br />
|description2= You are particularly familiar with one type of natural environment and are adept at protecting and hiding in such regions. Choose one type of nature terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark.<br />
<br />
Whenever you roll a Dexterity (Stealth) check in your chosen nature terrain, roll a d4 and add the number rolled to the total ability check.<br />
|trait3= One with Nature<br />
|description3= You can use nature magic to hide yourself. Starting at 3rd level, you can also cast the Invisibility spell with this trait. Once you cast this spell with this trait, you can't cast that spell again until you finish a long rest. Intelligence, Wisdom, or Charisma is your Spellcasting Ability for this spell.<br />
|trait4= Unwanted Summoning<br />
|description4= As a creature strongly tied to nature, you can be summoned like any other fey creature. When someone cast a spell to summon fey creature, like conjure fey, and they say the word "Alux" as part of the spell casting, roll a d100. If the number is equal to or lower than the creature's level or cr, you are teleported to the location of the summoner. The GM may choose that only you get summoned, the entire party, or you and the usual fey creatures. <br />
}}<br />
<br />
==== Nature's and Farmer's Protector ====<br />
These Alux were created to protect the farm land and nature. Some Maya believe that the Alux are called into being when a farmer builds a little house on his property, most often in a maize field (milpa). For seven years, the alux will help the corn grow, summon rain and patrol the fields at night, whistling to scare off predators or crop thieves. At the end of seven years, the farmer must close the windows and doors of the little house, sealing the alux inside. If this is not done, the alux will run wild and start playing tricks on people.<br />
<br />
{{5e Subrace Traits<br />
|abilities= Your Intelligence score increases by 1<br />
|trait1= Guard the Property<br />
|description1= You know when someone enters your land. You can ritually cast Alarm. When you cast it this way, Alarm can last indefinably but disappears if you mov more thane 1 mile from it. When you cast Alarm, you may choose to cause it to create strange, unnatural sound when triggered, on top of the usual effects.<br />
|trait2= You can't Trap Me.<br />
|description2= You can escape from thieves' grasp. As an action, you can teleport to any Alarm spell that you set down that you can see. Doing this will dispel all alarm spells that you have. Once you use this trait, you cannot use it again until long rest.<br />
|trait3=<br />
|description3=<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
==== Traveler ====<br />
Traveler Alux often explore the nature. They are known tp prank or help traveling people and farmers alike. Stories say that Alux will occasionally stop and ask farmers or travelers for food. If they refuse, the alux will create 'bad air' and blow it into the person. The person suffers fever, chills, bad sleep, or bad luck. However, if their conditions are met, it is thought the alux will protect a person from thieves or even bring them good luck. If Alux are treated with respect, they can be very helpful.<br />
<br />
{{5e Subrace Traits<br />
|abilities= Your Wisdom score increases by 1<br />
|trait1= Ask for Food<br />
|description1= As an action, you ask for food to a person that can hear and understand you. One of the following events happen.<br />
<br />
If the creature gives you food or some other offering that could buy you food, you may choose to bless them for one hour. While creature is blessed, the following effects are applied:<br />
* Whenever the blessed creature makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.<br />
* You are charmed by the blessed creature.<br />
<br />
If the creature refuses to give you food or some other offering that could buy you food, you may choose to blow 'bad air' at them. The creature makes a charisma saving throw vs 8 + your wisdom modifier + your proficiency modifier or they get bane for one hour. While creature under the effects of bane, the following effects are applied:<br />
* The bane creature feel like they have a fever or chills. If they try to sleep, it becomes a restless sleep.<br />
* Whenever a bane creature makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.<br />
* You cannot harmed the bane creature. You may continue to do bad things or de-buffing spells on them.<br />
<br />
Once you use either features, you cannot use it again until you complete a short or long rest.<br />
|trait2= Forest Native<br />
|description2= You are the protector of the forest and the forest protects you. You cannot get lost in a forest unless it is caused by magical means. Additionally, you gain proficiency in nature or survival.<br />
|trait3=<br />
|description3=<br />
|trait4=<br />
|description4=<br />
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}}<br />
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<!--[[Category:RaceSubtype Tag]]--></div>Levelnom1https://www.dandwiki.com/w/index.php?title=Alebrijes_(5e_Race)&diff=1789543Alebrijes (5e Race)2023-12-23T16:43:41Z<p>Levelnom1: /* Alebrijes Traits */</p>
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<div><br />
{{stub|A race page is never complete when first created. For guidance, see the [[5e Race Design Guide]].}}<!--Remove this line when the race is finished--><br />
= Alebrijes=<br />
<br />
<br />
===Physical Description===<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|https://images.squarespace-cdn.com/content/v1/61d707c8efa89f54c9354ffd/f0ac93d1-1688-47cf-8fa5-e1c901c75d7b/Screen+Shot+2022-02-10+at+11.40.22+AM.png|https://www.alebrijegenetics.com/about}}<br />
</div><br />
<br />
Alebrijes (pronounced as al-lay-bree-hay) are brightly colored Mexican folk-art sculptures depicting fantastical creatures or familiar animals. They can have horns, antlers, wings, fangs, fins, scales, humanoid bodies, and some have all at once. No two are exactly alike, but all alebrijes are painted with intense, vibrant colors and intricate patterns. Artists use detailed patterns of stripes, dots, geometric shapes, flowers, and flames. Many creatures have bodies that are exaggerated, twisted, or contorted. The faces of alebrijes have expressions ranging from peaceful and playful to suspicious and sinister. They are often made from copal wood, papier Mache, or clay.<br />
<br />
===History===<br />
Pedro Linares was known for making papier-Mache piñatas, carnival masks, and religious figures. One day, he became very ill. While in an unconscious state Linares dreamed of these incredible, scary creatures. The creatures began chanting a single nonsense word: alebrije… alebrije… alebrije! He became afraid and couldn’t tell if they were warning or threatening him. However, it was enough to startle him awake in time for his fever to subside. After recovering from his illness, Linares began using paper and cardboard to craft large, vivid, ethereal creatures that looked like a combination of multiple animals to create a fearsome creature. He called these sculptures alebrijes.<br />
<br />
As Linares' papier Mache alebrikies became popular, the artwork inspired Manuel Jiménez Ramírez in the nearby town. Jiménez Ramírez first made animal figures from clay when he was eight, then switched to wood to create spiritual masks. When he saw Linares' alebrijes sculptures, Ramírez created his own version of alebrijes. They are inspired by his town's culture of creating nahuals figurine (shamans with the ability to transform into an animal through a single animal spirit). As such, Ramírez's alebrijes has only one animal with colorful designs. Similar to nahuals, these alebrijes have a strong connection with the animal spirits. In this case, very literal. They are designed to be artistic versions of traditional spirit animals.<br />
<br />
After several years had passed, a powerful and popular shaman named Maria Sabina became interested in alebrikie. She can see that a lot of emotions, thoughts, and meaning are made into these popular figurines. She wished to breathe life into the miniatures to serve as familiars and ease her burden. Alebrikies can be a perfect vessel for a helpful spirit. Not only the creator has poured a lot into their alebrikie, but they are also widespread around the desert.<br />
<br />
After a few years of research and experimentation, Sabina created the first living Alebrikie. Alebrikies come in two distinct types: Linares and Ramírez. Linares' alebrikies are known to protect their creator fiercely. They are known to frighten anyone who wishes harm to their creator or the people they wish to protect. Ramírez's alebrikies become the spirit animal guides. Through dreams, they help others in their everyday struggles. With a bit of necromancy magic, alebrikie figurine, and the knowledge to call out a willing and friendly spirit, anyone could breathe life into an alebrikie. From that moment, living alebrikies become a popular sight in the desert.<br />
<br />
In relative recent times, there was a traveling group of puppeteering shows. It was called Chihuahuan theater group and run by a foreigner named Judith Bronowski. When they traveled through the villages near Linares' and Ramírez's hometowns, they were inspired by the miniature alebrijes. The vibrate colors and designs would fit perfectly in the upcoming festival called the Day of the Dead. Chihuahuan hired local clay potters to create their own version of alebrije. Instead of fearsome creatures from nightmares or the spirit animal that guides the dream, Chihuahua’s alebrije is a combination of two different animals to represent as a spirit animal that is in both worlds: the living and the dead. An alebrije that is spirit animal that guides the dead to their rest and helps the living overcome their grief and regret for the dead.<br />
<br />
Chihuahuan theater group performed the play "Alebrije" with their life-less alebrije on the Day of the Dead. The show was a great hit. Quickly, this version of alebrije spread across the desert. Many towns use alebrije as part of the decoration on this celebration. Some shamans have figure out a way to awaken these new versions of alebrije with the ability to serve their new role: the mediator between the two realms.<br />
<br />
===Society===<br />
Alebrije are always found with other living creatures. They are very social creatures that love to be among other races. It is very rare for two or more alebrije group up together. While they enjoy and socialize with their own kind, alebrije prefer long term relationship with other races.<br />
<br />
Alebrije tends to be protective over a certain town, group (like a family or friends), or a single person. It gives them a purpose in life. They are created to help others. As such, these living constructs spend a large amount of time out with other people. Not all alebrije are kind and gentle. They are living, thinking creatures that can make their choices and have their own personality. They feel that their place in life is impacting other living creatures, for the better, good, or bad.<br />
<br />
=== Alebrijes Names===<br />
They are often named by their creators which has large variety. The more traditional or less creative creators would pick Mexican inspired names as seen in the example names below:<br />
<br />
'''Male:''' Xavier, Juan, José, Francisco, Antonio, Jesús, Diego, Gael, Gabriel, Vicente, Dario, Dante, Pedro, Alejandro, Mario, Damián, Esteban, Sergio, Carlos, and Enrique<br />
<br />
'''Female:''' María, Juana, Leticia, Rosa, Rosaura, Rosalía, Isabel, Elena, Laura, Graciela, Imelda, Remedios,, Socorro, Pilar, Victoria, Deliaa, Fernanda, Teresa, Sofía, Camila, Valentina, Isabela, Ximena, Natalia, Mía, Nicole, Melanie, Regina, Renata, and Luna.<br />
<br />
=== Alebrijes Traits===<br />
{{5e Racial Traits<br />
|summary=colorful animalistic spiritual or dream guides<br />
|abilities=Your {{5a|wis}} score increases by 1 and your {{5a|cha}} score increases by 1<br />
|age= The maximum lifespan of the Alebrijes remains a mystery; so far, Alebrijes have shown no signs of deterioration due to age. You are immune to magical aging effects.<br />
|alignment= Any alignment. There is a slight preference to lawful good.<br />
|size=Alebrijes vary massively in height and build, from barely 1 inch to well over 12 Feet tall. Your size is Small.<br />
|speed=Your base walking speed is 25 feet.<br />
|trait1={{5E|Darkvision}}<br />
|description1={{5E|Darkvision}}<br />
|trait2=Constructed Resilience<br />
|description2=You were created to have remarkable fortitude, represented by the following benefits:<br />
You have the advantage on saving throws against being poisoned, and you have resistance to poison damage.<br />
You don’t need to eat, drink, or breathe.<br />
You are immune to disease.<br />
|trait3= Sentry's Trance<br />
|description3= Alebrijes don’t need to sleep. Instead, their spirits leave the body to allow the body to properly rest, for 6 hours a day. When you are in a trance, your facial expression is locked into the expression that your creator has chosen during your creations, usually positive or fearsome. While in trance, you may enter dream land and become a lucid dreamer or keep watch on the surrounding by entering the ether plane. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.<br />
|trait4=Artistic Creation<br />
|description4=You are made to look pretty and stand out. You have an advantage on performance but disadvantage on stealth checks as long as your bright skin is revealed to the world.<br />
|languages= You can speak, read, and write Common and one other language of your choice. <br />
|subrace= Ramírez, Chihuahuan, or Linares<br />
}}<br />
<div class="externalimage-holder" style="width:20%;float:right;display: inline-block"><br />
{{5e Image|float:right|https://www.xucuri.com/images/shop/large/amag20041.jpg|https://www.xucuri.com/en/unique-gifts/categories/alebrijes-of-wood-oaxaca/alebrijes-armadillo/amag20041}}<br />
</div><br />
<br />
====Ramírez====<br />
You are based off of Ramírez' famous art style of creating an artificial spirit guide from a single animal. During your creation, your creator calls for an animal spirit and place it inside a life-less alebrije. You are called to be the spirit animal for the people. It is your duty to guide people through their dreams.<br />
<br />
{{5e Subrace Traits<br />
|trait1=Dream Guide<br />
|description1= You use your powers to take a peek at a dream. As an action, you touch one dreaming creature. You know one description of the dream. The description is usually are good, bad, crazy, ok, or realistic.<br />
|trait2=Spirit Guide<br />
|description2= You do your best as a spirit guide to others. At 5th level, during a long rest, choose a dreaming creature that you can see. You enter into their dream. You have the ability to make the dream nicer and more peaceful but the dreamer's subconscious chooses how this is achieved. The dreamer will wake up with memories of a good dream.<br />
<br />
You can use the help action as a bonus action to only the creatures that are effected by this trait.<br />
|trait3=Simple Beast Creature<br />
|description3= You are made to look like an existing or fictional creature. You gain the ability score increasement and two traits from one of the animals below.<br />
<br />
These traits must come from a different part of the animal, head, wing, arm, body, and legs. Ramírez has all or most the body parts of the given by the animal. Only two of these traits are functional and the remaining traits are decoration.<br />
}}<br />
<div class="externalimage-holder" style="width:20%;float:left;display: inline-block"><br />
{{5e Image|float:right|https://static.wikia.nocookie.net/rise-of-the-tmnt-hidden-world/images/2/22/Pepita.png|https://rise-of-the-tmnt-hidden-world.fandom.com/wiki/Alebrije_Yokai}}<br />
</div><br />
<div><br />
====Chihuahuan====<br />
You are based off of Chihuahuan' famous art style of combining two different animals to represent the two realms: the living and the dead. During creation, an animal spirit that wishes to be different, inhabits your shell. Chihuahuan alebrijes has a strong tie to the afterlife. They are made for the role of calming and guiding spirits to the afterlife. <br />
<br />
Traditionally, the animals used in Chihuahuan are from the 20 animals in the Zapotec calendar (Iguana, coyote, turtle, chameleon, snake, armadillo, deer, rabbit, frog, dog, monkey, owl, possum, jaguar, eagle, cenzontle, butterfly, snail, fish, and hummingbird). Modern Chihuahuan have expanded to any animal and mythical beast.<br />
<br />
{{5e Subrace Traits<br />
|trait1=Dead Guide<br />
|description1= You help spirits reach the afterlife. You gain 30 ft of ethereal sight. At 3rd level, you can cast gentle repose as a ritual.<br />
|Trait2=Living Guide<br />
|description2= You help the living to get closure with the dead. At 5th level, during a long rest, you can touch a dreaming creature and a dead creature that has not been dead for more than ten days. You enter into a living creature's dream with the spirit of the dead person that you touch. Until the dream ends, the dreamer (not you) can ask the spirit up to three questions. The spirit knows only what it knows in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the spirit is under no compulsion to offer a truthful answer if you or the dreamer are hostile to it, or it recognizes you or the dreamer as an enemy.<br />
|trait3=Hybrid Creature<br />
|description3= You are made of the best of two animals. You gain one ability increasement from one of the two animals. You gain one body trait from any animal from below and one non-body trait from any other animal from below. <br />
<br />
Chihuahuan may have other body parts from two animals. Only two of these traits are functional and the remaining traits are decoration.<br />
}}<br />
</div><br />
<div class="externalimage-holder" style="width:20%;float:right;display: inline-block"><br />
{{5e Image|float:right|https://images.squarespace-cdn.com/content/v1/5af0dbab710699b30c66a287/1652481947377-L8QW1QEXTTZ7052QV13I/Creatures_11.jpg|https://www.cargoinc.com/latin-america/boar-alebrije}}<br />
</div><br />
<div><br />
====Linares====<br />
You are based off of Linares' famous art style of combining three or more different animals. Each animal represents one of the elements. During creation, a spirit that wishes to become powerful. You are created to be the best of all the animal parts that you are made of. Your role is to protect the future and balance the elements of this world. <br />
<br />
{{5e Subrace Traits<br />
|trait1= The Nightmare Repeats<br />
|description1= You can give your enemies nightmares. At 5th level, during a long rest, as an action, touch a dreaming creature and they make an intelligence saving throw vs 8 + your charisma modifier + your proficiency modifier. On a pass, the dreamer wakes up and knows that you attempted to curse them. On a failure, the dreamer gets a nightmare. This nightmare is about all different types of horrifying Linares Alebrijes. Each of them only says the word "Alebrijes" and seem to be trying to tell or warn the dreamer about something very important. When the dreamer wakes up, they are frightened until the end of this turn (6 seconds). Until the next long rest, the effected creature as advantage to saving throw against a disease.<br />
|trait2=Divination Guide<br />
|description2= You do your best to guide others to a better future. During a long rest, choose a dreaming creature that you can see. You enter into their dream. You have the ability to make the dream nicer and more peaceful but the dreamer's subconscious chooses how this is achieved. After a good dream, the effected creature next ability, saving throw, or attack roll will have advantage. You can only affect one creature with this ability and the effected creature will remember most of their dream.<br />
|trait3=Elemental Creatures<br />
|description3= You are made of the best of three animals. You gain one trait from three different animals. You don't gain any of the animal's ability score increasement.<br />
<br />
These traits must come from a different part of the animal, head, wing, arm, body, and leg. Additionally, the chosen animals must not share the same elements.<br />
<br />
Linares may have other body parts than what has been picked from each three animals. Only three of these traits are functional and the remaining traits are decoration.<br />
<br />
A Linares could have a fourth animal from the fourth element. All traits from the fourth creature are decoration.<br />
}}<br />
</div><br />
<br />
== Animals ==<br />
The following are animal traits to choose from:<br />
<br />
=== Puma, Margray, Jaguar, or Ocelot (Cat) (Earth)===<br />
This creature represents your bold character and fierce loyalty. You fearlessly charge into the unknown, always seeking new adventures with a playful spirit that is truly infectious.<br />
<br />
;Ability Score Improvement<br />
{{5a|dex}} score increases by 1<br />
<br />
;Hidden Prowl (Body)<br />
As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.<br />
<br />
;Feline Agility (Leg)<br />
Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns and 1 minute has passed.<br />
<br />
;Pounce (Leg)<br />
If you jump at a creature and then succefully hits it with an unarmed attack on the same turn, that target must succeed on a DC 8 + your strength modifier + your proficiency bonus of Strength saving throw or be knocked prone.<br />
<br />
;Rampage (Arm)<br />
When the you reduces a creature to 0 hit points with a melee attack on your turn, the you can take a bonus action to move up to half its speed and make an unarmed attack.<br />
<br />
=== Spotted Owl (Air)===<br />
Bestowed with wisdom beyond their years, individuals possess a profound, intuitive understanding of the world. Your insightful nature shines through, illuminating the path for others.<br />
<br />
;Ability Score Improvement<br />
{{5a|wis}} score increases by 1<br />
<br />
;Flyby (Arm)<br />
Any attacks against a creature, miss or hit, they have disadvantage to attacks of opportunity until the end of this turn.<br />
<br />
;Wise Owl (Head)<br />
You gain proficiency in any wisdom based skill. At the end of a long rest, you may change this skill proficiency to another wisdom based skill.<br />
<br />
=== Cottentail Rabbit (Earth) ===<br />
You embrace exploration and the pursuit of freedom. You possess an infectious enthusiasm that lights up any room. Your charismatic energy draws people in, making you a natural-born storyteller and the life of the party.<br />
<br />
;Ability Score Improvement<br />
{{5a|cha}} score increases by 1<br />
<br />
;Lucky Footwork (Leg)<br />
When you fail a Dexterity saving throw, you can use your reaction to roll a d4 and add it to the save, potentially turning the failure into a success. You can’t use this reaction if you’re prone or your speed is 0.<br />
<br />
;Rabbit Hop (Leg)<br />
As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.<br />
<br />
;Kick (Leg)<br />
You have powerful legs that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier for an unarmed strike.<br />
<br />
;Nimble Escape (Body)<br />
You can take the Disengage or Hide action as a bonus action on each of your turns.<br />
<br />
=== Berylline or Azure-crowned Hummingbird (Air) ===<br />
You tend to be gentle nature and ability to find joy in every moment. Just like this small bird flitting from one colorful flower to another, you navigate life with grace and beauty. Your compassionate heart and empathetic spirit shine through, inspiring others to cherish the little things in life.<br />
<br />
;Ability Score Improvement<br />
{{5a|cha}} score increases by 1<br />
<br />
;Calming Mist (Head)<br />
You releases a calming gas in a 5-foot-radius sphere centered on you. Each creature in that area must succeed on a DC of 8+your charisma modifier+your proficency modifier on Charisma saving throw or become charmed by you for 1 minute. While charmed in this way, the creature has disadvantage on perception checks and has a speed of 0. You can use this trait once per long rest.<br />
<br />
;Thunderous Wings (Body)<br />
You know the thunder clap cantrip. At 3rd level, you can cast Thunder Wave without any spell slots once per short or long rest. Charisma is your spellcasting modifier.<br />
<br />
=== Vermillion Flycatcher, Eagle, Blue Cenzontle (Mockingbird), or Elegant Euphonia (Birds) (Air) ===<br />
You are like the soaring spirit of this regal creature. You exude confidence and leadership, making your presence known wherever you go. Your keen vision and unwavering determination allow you to conquer new heights and inspire those around you to do the same.<br />
<br />
;Ability Score Improvement<br />
{{5a|dex}} score increases by 1<br />
<br />
;Wind Caller (Body)<br />
Starting at 3rd level, you can cast the gust of wind spell with this trait, without requiring a material component. Once you cast the spell with this trait, you can’t do so again until you finish a long rest. Wisdom is your spellcasting ability for it when you cast gust of wind with this trait.<br />
<br />
;Mimicry (Head)<br />
You can accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations only with a successful Wisdom (Insight) check against a DC of 8 + your proficiency bonus + your Charisma modifier.<br />
<br />
;Inspiring (Head)<br />
By spending an action and giving words of advice or encouragement, you can inspire an ally who is able to see and hear you. The ally can roll a d4 and add the number rolled to their next ability check, attack roll, or saving throw. <br />
<br />
;Songbird (Head)<br />
When you perform, you can demonstrate the innate and mystical power of your Charisma. You may cast the charm person spell <br />
once per long rest. This spell does not require any somatic components to cast. Charisma is your spellcasting ability for this spell.<br />
<br />
;Aerial Defense (Body)<br />
Creatures that attack you while you are falling, gliding, or jumping have disadvantage on their attack roll.<br />
<br />
=== Red Brocket Deer (Equine) (Earth) ===<br />
You possess a calm and empathetic nature. Just as this creature gracefully navigates through the forest, you find peace in nature and have a deep connection to the world around you. Your reliability and practicality make you a pillar of support for your loved ones, as you guide them through life’s challenges.<br />
<br />
;Ability Score Improvement<br />
{{5a|str}} score increases by 1<br />
<br />
;Equine Speed (Legs)<br />
Your walking speed is increased to 35 feet.<br />
<br />
;Fortune from the Many (Body)<br />
If you miss with an attack roll or fail an ability check or a saving throw, you can draw on your bonds of reciprocity to gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +3). You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.<br />
<br />
;Speech of Beast and Leaf (Head)<br />
You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.<br />
<br />
=== Pygmy Rattlesnake, Coffee Snake, Mouse Snake, Boa, or Jumping Pit Viper (Earth) ===<br />
A mysterious energy flows within them. You possess a transformative spirit that embraces change and growth. Your ability to adapt and see the hidden truths in any situation makes you a wise and trusted confidant for others.<br />
<br />
;Ability Score Improvement<br />
{{5a|int}} score increases by 1<br />
<br />
;Magic Resistance (Body)<br />
You have advantage on saving throws against spells.<br />
<br />
;Slither (Leg)<br />
You slither on the ground instead of walking. While you are prone crawling costs you no additional movement.<br />
<br />
;Constrictor (Arm)<br />
Whenever you hit a creature with an unarmed attack, you can make a grapple check against that creature without requiring an action. You can only have one grappled creature at a time.<br />
<br />
;Intimidating Presence (Head or Wing)<br />
As a bonus action, you rattle your tail or your open your neck flap and hiss in promise of danger. Until the end of this turn, you gain advantage on intimidation checks against creatures that can see or hear you.<br />
<br />
;Slithering Jump (Leg)<br />
Whenever you make a long or high jump, you can roll a d8 and add the number to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal.<br />
<br />
=== Howler or Spider Monkey (Ape and Monkey) (Earth) ===<br />
You process a mischievous spirit that sparks curiosity and creativity. Just like this playful creature swinging through the trees, you approach life with a sense of adventure and a thirst for knowledge. Your passion and intensity draw others to you, as they are captivated by your contagious zest for life.<br />
<br />
;Ability Score Improvement<br />
{{5a|int}} score increases by 1<br />
<br />
;Primate Armor Training (Body)<br />
You have proficiency with light and medium armor.<br />
<br />
;Cantrip (Body)<br />
You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability for it.<br />
<br />
;Specialized (Head)<br />
You can choose one skill or tool proficiency. Your proficiency bonus is doubled for any ability check you make that uses this chosen proficiency.<br />
<br />
;Dexterous Leg (Leg)<br />
As a bonus action, you can use your Leg to manipulate an object, open or close a door or container, or pick up or set down a Tiny object.<br />
<br />
Additionally, you gain a climbing speed of 20 ft.<br />
<br />
;Ape Dodge (Body)<br />
The magic that runs in your veins heightens your natural defenses. When you take damage, you can use your reaction to roll a d4. Add your proficiency bonus to the number rolled, and reduce the damage you take by an amount equal to that total (minimum of 0 damage).<br />
<br />
You can use this trait once per long rest.<br />
<br />
=== Coyote or Gray Fox (Dog) (Earth) ===<br />
You embody loyalty, warmth, and a deep sense of companionship. You offer unwavering support and love to those around you. Your optimistic nature and ability to bring joy into any situation make you a cherished friend and confidant.<br />
<br />
;Ability Score Improvement<br />
{{5a|wis}} score increases by 1<br />
<br />
;Cainine Speed (Legs)<br />
Your walking speed is increased to 35 feet.<br />
<br />
;Canine Howl (Head)<br />
As a bonus action, you let out a cry at your enemies within 10 feet of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. You can use this trait once per short or long rest.<br />
<br />
;Pack Empowerment (Body)<br />
You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated. You can use this trait up to your charisma modifier. You regain all uses after a short or long rest.<br />
<br />
;Team Tactics (Body)<br />
You can use the Help action as a bonus action.<br />
<br />
=== Monarch Butterfly (Air) ===<br />
Ah, the enchanting butterfly! This delicate creature symbolizes transformation and personal growth. As it gracefully emerges from its chrysalis, the butterfly teaches us to embrace change, leave the past behind, and step into a more beautiful future. Its vibrant colors remind us to celebrate the diversity and unique beauty within ourselves and others.<br />
<br />
;Ability Score Improvement<br />
{{5a|cha}} score increases by 1<br />
<br />
;Butterfly Magic (Body)<br />
You know the druidcraft cantrip.<br />
<br />
Starting at 3rd level, you can cast the calm emotion spell with this trait. Starting at 5th level, you can also cast the enlarge/reduce spell with this trait. Once you cast calm emotion or enlarge/reduce with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Wisdom or Charisma is your spellcasting ability for these spells when you cast them with this trait.<br />
<br />
;Distracting Camouflage (Wing)<br />
Your wings can change color/pattern and positioning/shape to avert attention away from vital body parts. As a reaction, you turn a critical hit against you into a normal hit. You can use this feature up to your charima modifier (minimum 1) before needing to take a long rest.<br />
<br />
=== Clymene Dolphin (Water) ===<br />
You are known for your playful nature and harmonious energy. You remind others of the importance of connection, both with ourselves and others. You show the imporance of the value of cooperation, communication, and lightheartedness in our relationships.<br />
<br />
;Ability Score Improvement<br />
{{5a|int}} score increases by 1<br />
<br />
;Friend of the Sea (Head)<br />
Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed.<br />
<br />
;Dolphin's Gift (Body)<br />
You can use this trait to take the Help action as a bonus action, and you can do so a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.<br />
<br />
Starting at 3rd level, choose one of the options below each time you take the Help action with this trait:<br />
<br />
* Hospitality: You and the creature you help each gain a number of temporary hit points equal to 1d6 plus your proficiency bonus.<br />
* Passage: You and the creature you help each increase your walking speeds by 10 feet until the start of your next turn.<br />
* Spite: Until the start of your next turn, the first time the creature you help hits a target with an attack roll, that target has disadvantage on the next attack roll it makes within the next minute.<br />
<br />
=== Peccary or Tapirs (Pig) (Earth) ===<br />
The peccary, often referred to as the “wild pig” in Mexican culture, brings a sense of humor to the party's journeys. You reminds them not to take themselves too seriously. Embracing our playful and silly side allows us to navigate life’s challenges with a light heart and a giggle.<br />
<br />
;Ability Score Improvement<br />
{{5a|cha}} score increases by 1<br />
<br />
;Porquine Speed (Legs)<br />
Your walking speed is increased to 35 feet.<br />
<br />
;Taunt (Head)<br />
You have an extraordinary ability to fluster creatures. As a bonus action, you can unleash a string of provoking words at a creature within 60 feet of yourself that can hear and understand you. The target must succeed on a Wisdom saving throw, or it has disadvantage on attack rolls against targets other than you until the start of your next turn. The DC equals 8 + your proficiency bonus + your Wisdom or Charisma modifier (choose when you select this feature).<br />
<br />
You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.<br />
<br />
;Savage Attacks (Arm)<br />
When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.<br />
<br />
===Spined Micrathena or Tropical Orbweaver Spider (Earth) ===<br />
Don’t let its eight legs and sticky webs scare you! Known for its cunning and trickster nature, this crafty arachnid symbolizes the duality of life and death. It weaves intricate webs, not only capturing prey but also symbolizing the interconnectedness of the human experience. Just be prepared for some sneaky surprises when this eight-legged companion follows you on your adventure.<br />
<br />
;Ability Score Improvement<br />
{{5a|int}} score increases by 1<br />
<br />
;Nimble Climber (Legs)<br />
You have a climb speed equal to your walk speed. The you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.<br />
<br />
;Web Sense (Legs or Arms)<br />
While in contact with a web, you knows the exact location of any other creature in contact with the same web.<br />
<br />
Additionally, you ignores movement restrictions caused by webbing.<br />
<br />
;Web Shooter<br />
At 3rd level, you can cast web without material compoments. You can use this trait once per short or long rest.<br />
<br />
=== Fire Dragon (Fire) ===<br />
You are extremely ambitious, wise and always motivated to succeed. You work hard and are respected by your peers for your skills. You have the makings of a leader and if given the chance, will accomplish much. You don't always follow the advice of others, so they may upset them without realizing it. You could go a long way if you tried to be more understanding of other people's opinions and feelings.<br />
<br />
;Ability Score Improvement<br />
{{5a|con}} score increases by 1<br />
<br />
;Breath Weapon (Head)<br />
You can use your action to exhale destructive energy. Your draconic ancestry determines the size and shape of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a dexterity saving throw vs a of DC 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 fire damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a long rest.<br />
<br />
{| class="wikitable"<br />
|+ Draconic Ancestry<br />
|-<br />
! Dragon Scales !! Area of Breath<br />
|-<br />
| Brass || 5 by 30 ft. line<br />
|-<br />
| Gold || 15 ft. cone<br />
|-<br />
| Red || 15 ft. cone<br />
|}<br />
<br />
;Flight (Wing)<br />
You have a flying speed of 15 feet. If you are wearing any armor, you fall if you end your turn in the air and nothing else is holding you aloft.<br />
<br />
Additionally, as a reaction, when you would take falling damage, you can furiously flutter your wings to slow your fall and land on your feet, taking no damage<br />
<br />
;Fire Resistance (Body)<br />
You have resistance to fire damage.<br />
<br />
=== Grizzly Bear (Earth) ===<br />
The bear is an awe-inspiring creature whose presence evokes respect and admiration. Animal of the forest and solidly anchored on the ground, it reminds everyone to stay connected to ourselves and the Earth. It illustrates the delicate balance between being protective of one’s own interests and reacting overly aggressively, retreating within and daring to go outside of the comfort zone, reconciling our needs with the needs of others and acknowledging the importance of self-care.<br />
<br />
;Ability Score Improvement<br />
{{5a|str}} score increases by 1<br />
<br />
;King of the Forest (Head)<br />
You can use your raw strength to intiminate others. When you make a Charisma (Intimidation) check, you can do so with advantage. Once you use this trait, you can’t do so again until you finish a long rest.<br />
<br />
;Savage Attacks (Arm)<br />
When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.<br />
<br />
;Relentless Endurance (Body)<br />
When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.<br />
<br />
=== Agouti, Paca, Fox Squirel, and Pygmy (Rodent) (Earth) ===<br />
You have the gift for paying attention to the minutest of details in everything you do. You can also easily discern which aspects are the important ones and which ones do not need your attention. You have a heightened awareness of their surroundings, which allows you to spot danger long before others around them. You also tend to be rather timid or shy in times of stress. However, you recognize your timidity and compensate for it with your adaptability and determination.<br />
<br />
;Ability Score Improvement<br />
{{5a|int}} score increases by 1<br />
<br />
;Rodent Psionics (Head)<br />
You know the mage Arm cantrip. When you cast the cantrip with this trait, you can use thieves' tool with the mage Arm.<br />
<br />
Starting at 3rd level, you can cast the jump spell with this trait. Starting at 5th level, you can also cast the misty step spell with it. Once you cast jump or misty step with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.<br />
<br />
Intelligence or Wisdom is your spellcasting ability for these spells when you cast them with this trait. None of these spells require spell components when you cast them with this trait.<br />
<br />
;Nimble Escape (Body)<br />
You can take the Disengage or Hide action as a bonus action on each of your turns.<br />
<br />
;Lithe (Arm)<br />
Your swiming and climbing speed is 20 ft and your movement speed is increased by 5 ft when both hands are free.<br />
<br />
=== Hooded Skunk, Weasels, Ringtails, and Coatimundis (Earth), Sureño Opossum (Fire) (Ratcoons and other small mammals)<br />
You’re playful, quick, clever, and cheerful. You are always looking to the future and paying attention to what is in front of your noses. You are good at concentrating and maintaining focus. You plan ahead and always has a figurative rainy-day fund ready. You often takes to its tasks alone, walking a solitary path while being careful observing its surroundings for contingencies.<br />
<br />
;Ability Score Improvement<br />
{{5a|dex}} score increases by 1<br />
<br />
;Stinky Spray (Body)<br />
Limitation to only skunks<br />
<br />
You release a nasty spray. As an action, all creatures in a 15 ft cone make a Wisdom saving throw or take 1d6 physic damage. Regardless of the result of the save, the effected creatures have disadvantage on all charisma checks until muliple baths, single special bath, or a magic leveled spell that removes stench permantly.<br />
<br />
;Nimble Escape (Body)<br />
You can take the Disengage or Hide action as a bonus action on each of your turns.<br />
<br />
;Weasel War Dance<br />
Limitation to only weasel<br />
<br />
This dance is a series of frenetic, manic twists, turns and jumps that confuse the prey and allow you to get close enough to go in for the kill. As a bonus action, you can enter your war dance. This dance lasts for 1 minute, until you die, or until you stop dancing as a bonus action. When you dance, you gain temporary hit points equal to your level and your movement speed is increased by 5 ft. Once you dance, you can’t do so again until you finish a long rest.<br />
<br />
;Miner's Cat (Leg)<br />
You gain climbing speed equal to your walking speed and your jumping distant is increased by 5 ft. Additionally, you can climb steep surfaces.<br />
<br />
;Double-jointed Ankles and Wrist (Arm and Leg)<br />
Special: This can be taken with just the Arm, Leg, or both. When pick both, it only counts as one trait instead of two traits.<br />
<br />
Arm: You gain proficiency in thieves' tools. If you already have it, you gain expertise instead. Additionally, you can lock pick locks even if it on the other side as long as your hands can reach to it.<br />
<br />
Leg: You gain climbing speed equal to your walking speed. Additionally, if you take the dash action, you do not require to make any checks to remain stable while climbing.<br />
<br />
;Play Dead (Head)<br />
You can pretend to play dead and hope other creatures leave you alone. After taking damage and you are below half of maxium hit points, you can use your reaction to rag doll and play dead. While playing dead, the following effects are aplied:<br />
* You are prone and blind<br />
* You drop everything<br />
* You loose concentration on spells<br />
* You face is stuck in the expression of great agony<br />
<br />
You can remain in this state indefiantly. If you take any actions, movement, or even twitch a muscle, playing dead ends. A creature use their action or any other senses that sight to discover your act. Once a creature discovers your act, they are immune to Play Dead until the next long rest.<br />
<br />
;Fire Eater and Fire Bringer (Head or Wing)<br />
Limitation to only opossum<br />
<br />
Folk lore speaks of your ability to eat fire and your burned tail. As a reaction, you gain fire resistance as you eat fire or the fire move to your "burned" tail. Until the end of your next turn, one of the following happens depending on the body part.<br />
<br />
If your body part is the head, your bite deals an extra 1d4 fire damage. If your body part is the tail, your tail with wreathed with fire and generates 20 ft of bright light and your tail deals an extra 1d4 fire damage.<br />
<br />
=== Elephant (Earth) ===<br />
You are blessed with an array of powerful attributes that can guide and support you on your journey. You embody a unique combination of wisdom, strength, loyalty, and perseverance, qualities that can serve as a source of inspiration and guidance.<br />
<br />
;Ability Score Improvement<br />
{{5a|int}} score increases by 1<br />
<br />
;Natural Armor (Body)<br />
You have thick, leathery skin. When you aren’t wearing armor, your AC is 12 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.<br />
<br />
;Trunk (Head)<br />
You can grasp things with your trunk, and you can use it as a snorkel. It has a reach of 5 feet, and it can lift a number of pounds equal to five times your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. Your DM might allow other simple tasks to be added to that list of options.<br />
<br />
Your trunk can’t wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.<br />
<br />
;Never Forget (Head)<br />
You have advantage on Intelligence (History) checks to recall something from within the past year. Additionally, you gain proficiency in history.<br />
<br />
=== Spiny Lizard, Greater Scaly Anole, Sack’s Giant Whiptail Lizard, chameleon, Brown Forest Skink, Spiny-tailed Iguana, or Brown Basilisk (Earth) ===<br />
You have the power to regenerate anything that you feel that you have lost. You are prone to repeating some cycles simply because you loves to recreate your emotional attachments in some way. You are extremely good at facing their fears. They are also good at moving between realities and “other worlds.”<br />
<br />
;Ability Score Improvement<br />
{{5a|str}} score increases by 1<br />
<br />
;Hungry Jaws (Body)<br />
Requirement: Bite trait<br />
<br />
You can throw yourself into a feeding frenzy. As a bonus action, you can make a special attack with your Bite. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.<br />
<br />
;Natural Armor (Body)<br />
You have tough, scaly skin. When you aren’t wearing armor, your base AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.<br />
<br />
;Water Runner (Legs)<br />
Requirement: only Brown Basilisk Lizards<br />
<br />
When you take the dash action, you can run across the water or other non-dangerous liquids. You fall into the water if you end your turn on top of the water.<br />
<br />
;Chameleon Color Change<br />
Limitation to only chameleon<br />
<br />
You can change your coloring and design at will. You can cast disguise self at will.<br />
<br />
=== Purple Snail (Earth), Olive Ridley Sea Turtle (Water), Agassiz's and Morafka's Desert Tortoise or Nine-banded Armadillo (Fire) ===<br />
You moves to an inner drummer that is in no hurry. Seeming to have no worries, you plods along at a cosmic, personal pace. If you had a mantra, it would be “one small step at a time.” You truly lives in the moment – taking one after another with simple, innocent acceptance. This is a powerful lesson for people who rush about at unhealthy speeds, often missing the mystical gem right in front of them, in the here and now.<br />
<br />
;Ability Score Improvement<br />
{{5a|con}} score increases by 1<br />
<br />
;Natural Armor (Body)<br />
Your shell provides you a base AC of 17 (your Dexterity modifier doesn’t affect this number). You can’t wear light, medium, or heavy armor, but if you are using a shield, you can apply the shield’s bonus as normal.<br />
<br />
;Shell Defense (Wing)<br />
You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to your AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can’t increase, you have disadvantage on Dexterity saving throws, you can’t take reactions, and the only action you can take is a bonus action to emerge from your shell.<br />
<br />
;Patient<br />
When you react with a readied action, you have advantage on the first attack roll, skill check, or ability check you make as a part of <br />
that action<br />
<br />
=== Firefly/ Fire Beetle (Fire) ===<br />
You carry a great light on the inside of you. Put differently, you to be a light to others in dark times. You try not to burn yourself out to lighten the path of others. You to exercise perseverance if you wish to achieve anything worthwhile in life. There’s no doubt that setbacks will occur as you journey through life. However, you not to let those delays stop you from reaching your goals.<br />
<br />
;Ability Score Improvement<br />
{{5a|dex}} score increases by 1<br />
<br />
;Hover (Wing)<br />
Your wings are made for long term, near ground flight. You have a flying speed equal to your walking speed. However, you cannot fly higher than 10 feet off the ground.<br />
<br />
;Illumination (Body)<br />
The bug sheds bright light in a 10-foot radius and dim light for an additional 10 feet.<br />
<br />
Additionally, when this you reach 0 hp, all creatures within 5 ft of you must make a dexerity saving throw vs 8 + your wisdom modifier + your proficiency or take 1d6 fire damage.<br />
<br />
;Speedy Dodge (Legs)<br />
Require: Hover Trait<br />
<br />
You can use a burst of speed to dodge an attack. As a reaction, you can half the damage it takes from an attack made against it, provided it can see the attacker. You can use this feature once per long rest<br />
<br />
=== Octopus (Water)===<br />
If you want something that you desire right now, you need to camouflage yourself and fly under the radar. Keep doing what you are doing, but be inconspicuous while doing it. You must wait until the very last moment. Meaning that when your prize is within grasp, then you can announce your intentions.<br />
<br />
;Ability Score Improvement<br />
{{5a|str}} score increases by 1<br />
<br />
;Tentacles (Arm)<br />
You can use your tentacle as an unarmed attack. On a hit, deal 1 bludgeoning damage and the target is grappled. Until this grapple ends, the you can't use its tentacles on another target.<br />
<br />
;Ink Cloud (Body)<br />
As an acrion, you create a 5-foot-radius cloud of ink extends all around the you if you are underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the you can use the Dash action as a bonus action on this turn. You can use this ability once per short or long rest.<br />
<br />
=== Fish (Water) ===<br />
Fish present knowledge and mysteries lie deep within our own minds which can only be discovered by exploring all corners of it with unceasing curiosity. You encourages other to keep learning and growing as individuals. You are an explorer of the unknown, deep knowledge.<br />
<br />
;Ability Score Improvement<br />
{{5a|dex}} score increases by 1<br />
<br />
;Slippery (Body)<br />
You have advantage on ability checks and saving throws made to escape a grapple or avoid being grappled.<br />
<br />
;Leviathan Will (Head)<br />
You have advantage on saving throws against being charmed, frightened, or poisoned.<br />
<br />
=== Frog (Amphibian) (Water) ===<br />
<br />
;Ability Score Improvement<br />
{{5a|dex}} score increases by 1<br />
<br />
;Poisonous Skin (Body)<br />
Any creature that grapples you or otherwise comes into direct contact with your skin must succeed on a DC of 8 + your constition modifier + your proficiency modifier on a Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.<br />
<br />
;Sticky Pads (Arm)<br />
You gain climbing speed equal to your walking speed. If you have atleast one free hand, you can fleely climb across smoth, vertical, and upside down surfaces. When you climb this way, you cannot make attacks or use spells with somatic componments.<br />
<br />
;Standing Leap (Leg)<br />
Your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start.<br />
<br />
== Custom Animals ==<br />
There is unlimited number of real and imaginary animals. There is no way to figure out what traits thoose animals will have. Before creating a new animal, check if the animal is similiar to any animals above or have traits similiar to an animal above. If there is one, use that animal's stats instead. If nothing fits well (which is true for most sea creatures), then follow the steps below:<br />
<br />
1. Pick a name for your animal and the best fitting elemental type for that creature.<br />
<br />
2. Create a small paragraph on what this animal represent.<br />
<br />
3. Describe all visual aspect of the animal and any special abilities.<br />
<br />
4. Pick an ability score that will be increased by choosing this animal<br />
<br />
5. Pick one animal body trait or general body trait. This is your body trait for this creature.<br />
<br />
6. Pick one animal non-body trait or general body trait. This is your non-body trait for this creature.<br />
<br />
7. You are done. Custom animals do not gain a spirit trait.<br />
<br />
== General Animal Traits ==<br />
Most animals (like sea life) share traits across many different animals. The following traits can be picked by any animal, only if it makes sense for that animal to get it as a trait. Example: a fish should not be allowed to get the Hooves trait.<br />
<br />
;Adverage Size (Body)<br />
Your size becomes medium and your speed is increased by 5 ft.<br />
<br />
;Arctic Native (Body)<br />
You have resistance to cold damage. You are immune to the to the effects of both cold weather and Extreme Cold as described in the Dungeon Master’s Guide (page 110).<br />
<br />
;Blood Frenzy (Body and Arm)<br />
Requirement: Water element<br />
<br />
While in the water, you have advantage on melee attack rolls against any creature that doesn't have all its hit points. This trait uses up two parts instead of one.<br />
<br />
;Daunting Roar (Head)<br />
As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. Once you use this trait, you can’t use it again until you finish a long rest.<br />
<br />
;Desert Native (Body)<br />
Requirement: Fire intuned creature only<br />
<br />
You have resistance to fire damage. You are immune to the to the effects of both hot weather and Extreme Heat as described in the Dungeon Master’s Guide (page 110).<br />
<br />
;Digger (Arm)<br />
Requirement: Earth or fire intuned creature only<br />
<br />
You gain borrowing equal to your walking speed.<br />
<br />
;Flight (Wing)<br />
Requirement: Air intuned creature only<br />
<br />
You have a flying speed of 15 feet. If you are wearing any armor, you fall if you end your turn in the air and nothing else is holding you aloft.<br />
<br />
Additionally, as a reaction, when you would take falling damage, you can furiously flutter your wings to slow your fall and land on your feet, taking no damage<br />
<br />
;Giant (Body)<br />
Your size becomes large and you gain the features from {{5H|Variant Rule|Large Player Characters}} variant rule.<br />
<br />
Just like any variant rules, your gm must first approve {{5H|Variant Rule|Large Player Characters}} variant rule before picking this trait.<br />
<br />
;Grasping Tongue or trunk (Head), tail (Wing)<br />
You can use your tongue/trunk/tail to grapple targets up to 10 feet away. You do not provoke an attack of opportunity or incur penalties for not having both hands free when starting a grapple in this manner. Normal rules for grappling apply afterwards.<br />
<br />
;Keen Smell/Hearing (Head)<br />
You have advantage on Wisdom (Perception) checks that rely on hearing or smelling. This is chosen when you pick this feature.<br />
<br />
;Hovering Wings (Wing)<br />
Requirement: Air intuned creature only<br />
<br />
Your wings are made for long term, near ground flight. You have a flying speed equal to your walking speed. However, you cannot fly higher than 10 feet off the ground.<br />
<br />
;Miniture (Cursed Body)<br />
Your size becomes tiny and you gain the features from [[Tiny Player Characters (5e Variant Rule)|tiny player rules]]. Your speed is reduced by 5 ft. You still can pick another body part as it stacks with this body part.<br />
<br />
Additionally, you gain Fury of the Small Trait for free or another trait of your choice with the usual restrictions.<br />
<br />
Just like any variant rules, your gm must first approve [[Tiny Player Characters (5e Variant Rule)|tiny player rules]] before picking this trait.<br />
<br />
;Fury of the Small (Arm)<br />
Requirement: Miniture Trait<br />
<br />
When you damage a creature with an attack or a spell and the creature’s size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your proficiency bonus.<br />
<br />
You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn.<br />
<br />
;Spikes (Body)<br />
You have spikes on your back. Any creature hits you with an unarmed or natural takes unmodified 1 piercing damage. Additionally, at the start of your turn any creature your grappling or you are being grappled by takes unmodified 1 piercing damage.<br />
<br />
;Thick Hide/ Scale (Body)<br />
Your think hide/ scale can sometimes make attacks less effective. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled and reduce the damage by that total. You can use this trait once per long rest.<br />
<br />
;Quadrupedal Movement (Arm)<br />
Requirement: Earth intuned creature only<br />
<br />
You are naturally a quadrupedal and move faster when on all four legs. When you drop to all fours, you increase your movement speed by 10, but you must not be wielding anything to gain this benefit<br />
<br />
;Underwater Adaptation (Leg)<br />
Requirement: Water intuned creature only<br />
<br />
You gain a 60 ft swim speed.<br />
<br />
=== Unarmed ===<br />
<br />
;Elemental Attack (Body)<br />
Reqirement: Unarmed special attack<br />
<br />
Your natural attacks are extra deadly. When you hit a creature with an unarmed attack, it deals an extra 2d8 damage. The damage type depends on the body part of animal's infusion: Air is force, Earth is poison, Fire is fire, and water is cold. You can use this trait once per long rest.<br />
<br />
Note: This traits mimic vemous ability of the animal like vemous snake's bite.<br />
<br />
;Charge (Body)<br />
Reqirement: Gore, Hooves, or Ram Trait<br />
<br />
If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with an unarmed attack.<br />
<br />
;Bite (Head)<br />
You have bite that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.<br />
<br />
;Claws (Arm)<br />
You have claws that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.<br />
<br />
;Gore (Head)<br />
You have horns that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.<br />
<br />
;Hooves (Leg)<br />
You have hooves that you can use to make unarmed strikes. When you hit with them, the strike deals 1d4 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike.<br />
<br />
Additionally, you have advantage on Strength and Dexterity saving throws made against effects that would knock you prone.<br />
<br />
;Peck (Head)<br />
You have peck that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.<br />
<br />
;Ram/ Slam (Head)<br />
You can use your head and horns to make unarmed strikes. When you hit with them, the strike deals 1d4 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike.<br />
<br />
Additionally, on a hit, the creature is pushed back 5 ft.<br />
<br />
;Sting (Wing)<br />
You use your tail to deliver poison to your foe. You have peck that you can use to make unarmed strikes. When you hit with them, the strike deals 1 piercing damage, instead of the bludgeoning damage normal for an unarmed strike.<br />
<br />
Additionally, on a hit with the stinger, the creature makes a constition saving throw vs dc of 8 + your strength modifier + your proficiency modifer or take 1d6 poison damage and become poisoned until the start of your next turn.<br />
<br />
;Tail (Wing)<br />
You have tail that you can use to make unarmed strikes that has reach property. When you hit with them, the strike deals 1d4 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike.<br />
<br />
;Talons (Leg)<br />
Your sharp claws aid you in unarmed combat and while climbing. Your damage for an unarmed strike is 1d4 piercing damage.<br />
<br />
Additionally, you have advantage on Strength (Athletics) checks made to climb any surface your talons could reasonably grip.<br />
<br />
==Other Worldly Creatures (Opsional Animal Traits)==<br />
You are not limited to beast creatures on the matterial plane. These following traits adds a bit of their home plane into your creature. Beast from other planes do not have to take of the features below.<br />
<br />
;Fey Step (Leg)<br />
As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.<br />
<br />
;Fey Touched (Any)<br />
You learn the Misty Step spell and Major Image spell. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is charisma modifer.<br />
<br />
;Fiend's Revenage (Arm)<br />
When you take damage from a creature in range of a weapon you are wielding, you can use your reaction to make an attack with the weapon against that creature. Once you use this trait, you can’t do so again until you finish a long rest.<br />
<br />
Additionally, this creature's elemental type becomes fire.<br />
<br />
;Fiend Touched (Any)<br />
You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Hellish Rebuke spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Flame Blade spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.<br />
<br />
Additionally, this creature's elemental type becomes fire.<br />
<br />
;Celestial's Blessing (Body)<br />
A guiding presence, you always seem to find your way. You can choose to reroll any attack, skill check, or saving throw. You can decide to do this after your roll, but only before the outcome of the roll has been determined. You can’t use this feature again until you have completed a long rest. <br />
<br />
Additionally, this creature's elemental type becomes air.<br />
<br />
;Celestial Touched (Any)<br />
As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.<br />
<br />
Additionally, this creature's elemental type becomes air.<br />
<br />
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----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Small Size]] <br />
[[Category:Construct]]</div>Levelnom1https://www.dandwiki.com/w/index.php?title=Wizard,_Low_Magic_Variant_(5e_Class)&diff=1783795Wizard, Low Magic Variant (5e Class)2023-12-05T20:16:04Z<p>Levelnom1: </p>
<hr />
<div>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Low Magic World ==<br />
Welcome to a world where magic is less plentiful or in slow decline. The once great spell casters no longer exist. 6th level and higher spells no longer be cast by mortals. To deal with the less magical power, all spell casting classes expand their horizon and learn other methods to fight.<br />
<br />
=== Wizard in a Dying Magic World ===<br />
Wizards in this world learn to be more durable than a normal wizard. Low magic wizards take war wizard's defensive abilities as the standard training for all wizards. Despite low hit points, low magic wizards can be surprisingly hard to hit and kill.<br />
<br />
=== Creating a Wizard ===<br />
<div class="externalimage-holder" style="width:50%;float:right;"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
<!--Questions to help a player develop a character--><br />
<br />
;Quick Build<br />
You can make a wizard quickly by following these suggestions. First, intelligence should be your highest ability score, followed by dexterity. Second, choose the Scholar background.<br />
<br />
{{5e Class Features<br />
|name=wizard<br />
|summary=Wizard adapted to low magic world<br />
|hd=6<br />
|spellcasting=<br />
|armor=None<br />
|weapons=Daggers, darts, slings, quarterstaffs, light crossbows<br />
|tools=None<br />
|saves={{5a|int}}, {{5a|wis}}<br />
|skills=Choose two from {{5s|Arcana}}, {{5s|History}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Medicine}}, and {{5s|Religion}}<br />
|item1a=a {{5e|Quarterstaff}}<br />
|item1b=a {{5e|Dagger}}<br />
|item2a=a {{5e|Component Pouch|component pouch}}<br />
|item2b=an {{5e|arcane focus}}<br />
|item3a=a [[5e SRD:Equipment Packs#Scholar's Pack|scholar's pack]]<br />
|item3b=an [[5e SRD:Equipment Packs#Explorer's Pack|explorer's pack]]<br />
|item4a=A {{5e|Spellbook}}<br />
|item4b=<br />
|classfeatures1=[[#Spellcasting|Spellcasting]], {{inpage|Arcane Deflection}}<br />
|classfeatures2=[[#Arcane Tradition|Arcane Tradition]]<br />
|classfeatures3={{inpage|Tactical Wit}}, [[#Arcane Recovery|Arcane Recovery]]<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Spell and Sniping}}<br />
|classfeatures6=[[#Arcane Traditions|Arcane Tradition feature]]<br />
|classfeatures7={{inpage|Momentary Stasis}}<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Arcane Traditions|Arcane Tradition feature]]<br />
|classfeatures11={{inpage|Durable Magic}}<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=[[#Arcane Traditions|Arcane Tradition feature]]<br />
|classfeatures15={{inpage|Deflecting Shroud}}<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18=[[#Spell Mastery|Spell Mastery]]<br />
|classfeatures19=<br />
|classfeatures20=[[#Signature Spells|Signature Spell]]<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Cantrips Known<br />
|extra1_1=3<br />
|extra1_2=3<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=4<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
<br />
|extra2_name=1st &nbsp;&nbsp; 2nd &nbsp;&nbsp; 3rd &nbsp;&nbsp; 4th &nbsp;&nbsp; 5th<br />
|extra2_1=2 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; - &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; - &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; - &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; -<br />
|extra2_2=2 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; - &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; - &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; - &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; -<br />
|extra2_3=2 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; - &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; - &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; - &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; -<br />
|extra2_4=3 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; - &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; - &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; - &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; -<br />
|extra2_5=4 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 2 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; - &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; - &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; -<br />
|extra2_6=4 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 2 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; - &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; - &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; -<br />
|extra2_7=4 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 3 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; - &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; - &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; -<br />
|extra2_8=4 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 3 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; - &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; - &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; -<br />
|extra2_9=4 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 3 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 2 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; - &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; -<br />
|extra2_10=4 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 3 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 2 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; - &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; -<br />
|extra2_11=4 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 3 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 3 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; - &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; -<br />
|extra2_12=4 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 3 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 3 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; - &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; -<br />
|extra2_13=4 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 3 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 3 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 1 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; -<br />
|extra2_14=4 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 3 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 3 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 1 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; -<br />
|extra2_15=4 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 3 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 3 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 2 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; -<br />
|extra2_16=4 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 3 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 3 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 2 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; -<br />
|extra2_17=4 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 3 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 3 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 3 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 1<br />
|extra2_18=4 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 3 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 3 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 3 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 1<br />
|extra2_19=4 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 3 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 3 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 3 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 2<br />
|extra2_20=4 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 3 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 3 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 3 &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 2<br />
<br />
}}<br />
<br />
==== Optional Features ====<br />
Wizard, Low Magic Variant is compatible with any optional features of the original Wizard. If you are allowed you use optional features from the wizard, you may also use them with this class.<br />
<br />
==== Spellcasting ====<br />
<br />
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.<br />
<br />
;Cantrips<br />
At 1st level, you know three cantrips of your choice from the [[5e SRD:Wizard Spell List|wizard spell list]]. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.<br />
<br />
;Spellbook<br />
At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.<br />
<br />
;Preparing and Casting Spells<br />
The Wizard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a {{5g|Long Rest}}.<br />
<br />
You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your {{5a|int}} modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.<br />
<br />
For example, if you're a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell [[5e SRD:Magic Missile|''magic missile'']], you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.<br />
<br />
You can change your list of prepared spells when you finish a {{5g|Long Rest}}. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
{{5a|int}} is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your {{5a|int}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|int}} modifier when setting the {{5g|Saving Throw}} DC for a wizard spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
;Ritual Casting<br />
You can cast a wizard 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.<br />
<br />
;Spellcasting Focus<br />
You can use an {{5e|arcane focus}} as a spellcasting focus for your wizard spells.<br />
<br />
;Learning Spells of 1st Level and Higher<br />
Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar).<br />
<br />
==== Arcane Deflection ====<br />
<br />
At 1st level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw.<br />
<br />
When you use this feature, you can’t cast spells other than cantrips until the end of your next turn.<br />
<br />
==== Arcane Tradition ====<br />
<br />
When you reach 2nd level, you choose an [[#Arcane Traditions|Arcane Tradition features]], shaping your practice of magic through one of eight schools.<br />
<br />
Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.<br />
<br />
==== Tactical Wit ====<br />
At 3rd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.<br />
<br />
==== Arcane Recovery ====<br />
<br />
At 3rd level, you have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a {{5g|Short Rest}}, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than quarter your wizard level (rounded up), and none of the slots can be 3rd level or higher.<br />
<br />
For example, if you're a 8th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
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.<br />
<br />
==== Spell and Sniping ====<br />
<br />
At 5th level, you learn to combine spells and weapon attacks. When you use your bonus action to cast a spell, you can use your action to make a single weapon attack. This does not stack with extra attack feature.<br />
<br />
==== Momentary Stasis ====<br />
<br />
At 7th level, you can create magic force fields to prevent enemy movement. As an action, you can magically force a Large or smaller creature you can see within 60 feet of you to make a Constitution saving throw against your spell save DC. Unless the saving throw is a success, the creature is encased in a field of magical energy until the end of your next turn or until the creature takes any damage. While encased in this way, the creature is incapacitated and has a speed of 0.<br />
<br />
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.<br />
<br />
==== Durable Magic ====<br />
Beginning at 11th level, the magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws.<br />
<br />
==== Deflecting Shroud ====<br />
At 15th level, your Arcane Deflection becomes infused with deadly magic. When you use your Arcane Deflection feature, you can cause magical energy to arc from you. Up to three creatures of your choice that you can see within 60 feet of you each take force damage equal to half your wizard level.<br />
<br />
==== Spell Mastery ====<br />
<br />
At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.<br />
<br />
By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.<br />
<br />
==== Signature Spells ====<br />
<br />
When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a {{5g|Short Rest|short}} or {{5g|Long Rest}}.<br />
<br />
If you want to cast either spell at a higher level, you must expend a spell slot as normal.<br />
<br />
=== Arcane Traditions ===<br />
<br />
The study of wizardry is ancient, stretching back to the earliest mortal discoveries of magic. It is firmly established in fantasy gaming worlds, with various traditions dedicated to its complex study.<br />
<br />
The most common arcane traditions in the multiverse revolve around the schools of magic. Wizards through the ages have cataloged thousands of spells, grouping them into eight categories called schools. In some places, these traditions are literally schools. In other institutions, the schools are more like academic departments, with rival faculties competing for students and funding. Even wizards who train apprentices in the solitude of their own towers use the division of magic into schools as a learning device, since the spells of each school require mastery of different techniques.<br />
<br />
Any wizard's Arcane Traditions count as Arcane Traditions for this class. You cannot pick War Magic Arcane Tradition. If you pick Chronurgy Magic Arcane Traditions, you replace the 6th level feature, Momentary Stasis, with 6th level feature, Power Surge, from War Magic Arcane Tradition.<br />
<br />
=== Your Spellbook ===<br />
<br />
The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.<br />
<br />
'''''Copying a Spell into the Book.''''' When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.<br />
<br />
Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.<br />
<br />
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.<br />
<br />
'''''Replacing the Book.''''' You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.<br />
<br />
If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.<br />
<br />
'''''The Book's Appearance.''''' Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Wizard, Low Magic Variant class, you must meet these prerequisites: 13 Int<br />
<br />
'''Proficiencies.''' When you multiclass into the Wizard, Low Magic Variant class, you gain the following proficiencies: none<br />
<br />
<vote type=1/><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
<br />
[[Category:Wizard Tag]]<br />
[[Category:5e Class Variant]]<!-class is designed as a variant to a first party core class->--></div>Levelnom1https://www.dandwiki.com/w/index.php?title=Warlock,_Low_Magic_Variant_(5e_Class)&diff=1783791Warlock, Low Magic Variant (5e Class)2023-12-05T20:11:27Z<p>Levelnom1: </p>
<hr />
<div>== Low Magic World ==<br />
Welcome to a world where magic is less plentiful or in slow decline. The once great spell casters no longer exist. 6th level and higher spells no longer be cast by mortals. To deal with the less magical power, all spell casting classes expand their horizon and learn other methods to fight.<br />
<br />
=== Warlock in a Dying Magic World ===<br />
With magic fading from existence, these warlocks gain more power and support from their patrons. With the long range eldritch blast and the ability to make more than normal amount of weapon attacks compared to a normal warlocks, low magic warlocks can keep up with the martial counterparts.<br />
<br />
=== Creating a Warlock ===<br />
<div class="externalimage-holder" style="width:50%;float:right;"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
<br />
<br />
;Quick Build<br />
You can make a warlock quickly by following these suggestions. First, charisma should be your highest ability score, followed by dexterity. Second, choose the scholar background.<br />
<br />
== Warlock ==<br />
<br />
{{5e Class Features<br />
|name=warlock<br />
|summary=You struck a bargain with an otherworldly being of your choice: the Archfey, the Fiend, or the Great Old One who has imbued you with mystical powers, granted you knowledge of occult lore, bestowed arcane research and magic on you and thus has given you facility with spells.<br />
|hd=8<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor=Light armor<br />
|weapons=Simple weapons<br />
|tools=None<br />
|saves={{5a|wis}}, {{5a|cha}}<br />
|skills=Choose two skills from {{5s|Arcana}}, {{5s|Deception}}, {{5s|History}}, {{5s|Intimidation}}, {{5s|Investigation}}, {{5s|Nature}}, and {{5s|Religion}}<br />
|item1a=a {{5e|Crossbow, Light|light crossbow}} and {{5e|Crossbow Bolts (20)|20 bolts}}<br />
|item1b=any simple weapon<br />
|item2a=a {{5e|Component Pouch|component pouch}}<br />
|item2b=an {{5e|arcane focus}}<br />
|item3a=a [[5e SRD:Equipment Packs#Scholar's Pack|scholar's pack]]<br />
|item3b=a [[5e SRD:Equipment Packs#Dungeoneer's Pack|dungeoneer's pack]]<br />
|item4a={{5e|Leather (Armor)|Leather armor}}, any simple weapon, and two {{5e|Dagger|daggers}}<br />
|item4b=<br />
|classfeatures1=[[#Otherworldly Patron|Otherworldly Patron]], [[#Pact Magic|Pact Magic]]<br />
|classfeatures2=[[#Eldritch Invocations|Eldritch Invocations]]<br />
|classfeatures3=[[#Pact Boon|Pact Boon]]<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Pact Attack}}<br />
|classfeatures6=[[#Otherworldly Patrons|Otherworldly Patron feature]]<br />
|classfeatures7={{inpage|Patron's Protection}}<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Otherworldly Patrons|Otherworldly Patron feature]]<br />
|classfeatures11={{inpage|Improved Pact Boon}}<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=[[#Otherworldly Patrons|Otherworldly Patron feature]]<br />
|classfeatures15={{inpage|Murderous Intent}}<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18={{inpage| Mystic Arcanum}} (5th level)<br />
|classfeatures19=<br />
|classfeatures20=[[#Eldritch Master|Eldritch Master]]<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=3<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=3<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=4<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=4<br />
|extra1_18=4<br />
|extra1_19=4<br />
|extra1_20=4<br />
|extra2_name=Spells Known<br />
|extra2_1=2<br />
|extra2_2=3<br />
|extra2_3=4<br />
|extra2_4=5<br />
|extra2_5=6<br />
|extra2_6=7<br />
|extra2_7=8<br />
|extra2_8=9<br />
|extra2_9=10<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=11<br />
|extra2_13=12<br />
|extra2_14=12<br />
|extra2_15=13<br />
|extra2_16=13<br />
|extra2_17=14<br />
|extra2_18=14<br />
|extra2_19=15<br />
|extra2_20=15<br />
|extra3_name=Spell Slots<br />
|extra3_1=1<br />
|extra3_2=1<br />
|extra3_3=2<br />
|extra3_4=2<br />
|extra3_5=2<br />
|extra3_6=2<br />
|extra3_7=2<br />
|extra3_8=2<br />
|extra3_9=2<br />
|extra3_10=2<br />
|extra3_11=2<br />
|extra3_12=2<br />
|extra3_13=2<br />
|extra3_14=2<br />
|extra3_15=2<br />
|extra3_16=2<br />
|extra3_17=2<br />
|extra3_18=2<br />
|extra3_19=2<br />
|extra3_20=2<br />
|extra4_name=Slot Level<br />
|extra4_1=1st<br />
|extra4_2=1st<br />
|extra4_3=1st<br />
|extra4_4=1st<br />
|extra4_5=2nd<br />
|extra4_6=2nd<br />
|extra4_7=2nd<br />
|extra4_8=2nd<br />
|extra4_9=3rd<br />
|extra4_10=3rd<br />
|extra4_11=3rd<br />
|extra4_12=3rd<br />
|extra4_13=4th<br />
|extra4_14=4th<br />
|extra4_15=4th<br />
|extra4_16=4th<br />
|extra4_17=5th<br />
|extra4_18=5th<br />
|extra4_19=5th<br />
|extra4_20=5th<br />
<br />
|extra5_name=Invocations Known<br />
|extra5_1=&mdash;<br />
|extra5_2=2<br />
|extra5_3=2<br />
|extra5_4=2<br />
|extra5_5=3<br />
|extra5_6=3<br />
|extra5_7=4<br />
|extra5_8=4<br />
|extra5_9=5<br />
|extra5_10=5<br />
|extra5_11=5<br />
|extra5_12=6<br />
|extra5_13=6<br />
|extra5_14=6<br />
|extra5_15=7<br />
|extra5_16=7<br />
|extra5_17=7<br />
|extra5_18=8<br />
|extra5_19=8<br />
|extra5_20=8<br />
}}<br />
<br />
==== Optional Features ====<br />
Warlock, Low Magic Variant is compatible with any optional features of the original Warlock. If you are allowed you use optional features from the warlock, you may also use them with this class.<br />
<br />
==== Otherworldly Patron ====<br />
<br />
At 1st level, you have struck a bargain with an otherworldly being of your choice, each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.<br />
<br />
[[#Otherworldly Patrons|Otherworldly Patron features]]<br />
<br />
==== Pact Magic ====<br />
<br />
Your arcane research and the magic bestowed on you by your patron have given you facility with spells.<br />
<br />
;Cantrips<br />
You know two cantrips of your choice from the [[5e SRD:Warlock Spell List|warlock spell list]]. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.<br />
<br />
;Spell Slots<br />
The Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a {{5g|Short Rest|short}} or {{5g|Long Rest}}.<br />
<br />
For example, when you are 10th level, you have two 3rd-level spell slots. To cast the 1st-level spell [[5e SRD:Thunderwave|''thunderwave'']], you must spend one of those slots, and you cast it as a 3rd-level spell.<br />
<br />
;Spells Known of 1st Level and Higher<br />
At 1st level, you know two 1st-level spells of your choice from the [[5e SRD:Warlock Spell List|warlock spell list]].<br />
<br />
The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 12th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.<br />
<br />
;Spellcasting Ability<br />
{{5a|cha}} is your spellcasting ability for your warlock spells, so you use your {{5a|cha}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|cha}} modifier when setting the {{5g|Saving Throw}} DC for a warlock spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|cha}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|cha}} modifier</tt></code><br />
<br />
;Spellcasting Focus<br />
You can use an {{5e|arcane focus}} as a spellcasting focus for your warlock spells.<br />
<br />
==== Eldritch Invocations ====<br />
<br />
In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.<br />
<br />
At 2nd level, you gain two [[5e SRD:Warlock#Eldritch Invocations 2|eldritch invocations]] of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could<br />
learn at that level.<br />
<br />
==== Pact Boon ====<br />
<br />
At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.<br />
<br />
;Pact of the Chain<br />
You learn the [[5e SRD:Find Familiar|''find familiar'']] spell and can cast it as a {{5e|About Spells#Rituals|ritual}}. The spell doesn't count against your number of spells known.<br />
<br />
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: [[5e SRD:Imp|imp]], [[5e SRD:Pseudodragon|pseudodragon]], [[5e SRD:Quasit|quasit]], or [[5e SRD:Sprite|sprite]].<br />
<br />
Additionally, when you take the {{5e|Attack Action|Attack}} action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its reaction.<br />
<br />
;Pact of the Blade<br />
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a {{5g|Short Rest}}. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.<br />
<br />
;Pact of the Tome<br />
Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list (the three needn't be from the same list). While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. If they don't appear on the warlock spell list, they are nonetheless warlock spells for you.<br />
<br />
If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a {{5g|Short Rest|short}} or {{5g|Long Rest}}, and it destroys the previous book. The book turns to ash when you die.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
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.<br />
<br />
==== Pact Attack ====<br />
<br />
At 5th level, you learn a way to squeeze in an additional attack. You gain one of the following features that matches your {{inpage|Pact Boon}}.<br />
<br />
;Attack of the Chain<br />
Your familiar can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
;Attack of the Blade<br />
You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
;Attack of the Tome<br />
Whenever you cast a cantrip or spell from your Tome as your action, you can use your bonus action to make one weapon attack.<br />
<br />
;Optional Feature Attack of the Totem<br />
Whenever your totem activates its feature or you cast a cantrip or spell on the wielder, the wielder can use their reaction to make one weapon attack.<br />
<br />
==== Patron's Protection ====<br />
<br />
At 7th level, your patron grants you a protection from harm from your foes. At the start of your turn, you gain temporary hit points equal to your charisma modifier.<br />
<br />
==== Improved Pact Boon ====<br />
At 11th level, At 11th level, your connection with your patron reach to a point that they grant better pact boon. You gain one of the following features that matches your {{inpage|Pact Boon}}.<br />
<br />
;Improvement of the Chain<br />
Your familiar gains doubled amount of HP and increased AC by 3. <br />
<br />
;Improvement of the Blade<br />
Once per turn, your Pact Weapon deals an extra d6 necrotic damage.<br />
<br />
;Improvement of the Tome<br />
Whenever you cast a cantrip from your tome, you can add your charisma modifier to it.<br />
<br />
Additionally, you can learn one addition cantrip and 1st level spell from any spell list and add it to your tome. They count as warlock spells for you.<br />
<br />
;Optional Feature Improvement of the Totem<br />
Totem's dice size is increased by 2, usually to a d8.<br />
<br />
==== Murderous Intent ====<br />
<br />
At 15th level, you can temporary show the murderous intent from yourself or your patron. As an action, you choose one creature you can see within 60 feet of you. They make a wisdom saving throw vs your spell dc. On a fail, they are frightened of you and gains vulnerability to all damage. This effect ends when this frightened creature is attacked or a minute has passed.<br />
<br />
You can use this feature up to your charisma modifier until you need a short or long rest to recharge.<br />
<br />
==== Mystic Arcanum ====<br />
<br />
At 18th level, your patron bestows upon you a magical secret called an arcanum. Choose one 5th-level spell from the warlock spell list as this arcanum.<br />
<br />
You can cast your arcanum spell once without expending a spell slot. You must finish a {{5g|Long Rest}} before you can do so again.<br />
<br />
==== Eldritch Master ====<br />
<br />
At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a {{5g|Long Rest}} before you can do so again.<br />
<br />
=== Eldritch Invocations ===<br />
<br />
If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.<br />
<br />
If you pick an eldritch invocation that is not from the list below and grants you to cast a spell, its level prerequisite is doubled. If this new level is above 20, you will never be able to cast it. If there is no level prerequisite, you can learn it at 2nd level.<br />
<br />
;Agonizing Blast<br />
''Prerequisite: [[5e SRD:Eldritch Blast|eldritch blast]] cantrip''<br />
<br />
When you cast [[5e SRD:Eldritch Blast|''eldritch blast'']], add your {{5a|cha}} modifier to the damage it deals on a hit.<br />
<br />
;Armor of Shadows<br />
You can cast [[5e SRD:Mage Armor|''mage armor'']] on yourself at will, without expending a spell slot or material components.<br />
<br />
;Ascendant Step<br />
''Prerequisite: 18th level''<br />
<br />
You can cast [[5e SRD:Levitate|''levitate'']] on yourself at will, without expending a spell slot or material components.<br />
<br />
;Beast Speech<br />
You can cast [[5e SRD:Speak with Animals|''speak with animals'']] at will, without expending a spell slot.<br />
<br />
;Beguiling Influence<br />
You gain proficiency in the [[5e SRD:Deception Skill|Deception]] and [[5e SRD:Persuasion Skill|Persuasion]] skills.<br />
<br />
;Bewitching Whispers<br />
''Prerequisite: 14th level''<br />
<br />
You can cast [[5e SRD:Compulsion|''compulsion'']] once using a warlock spell slot. You can't do so again until you finish a {{5g|Long Rest}}.<br />
<br />
;Book of Ancient Secrets<br />
''Prerequisite: Pact of the Tome feature''<br />
<br />
You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list (the two needn't be from the same list). The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.<br />
<br />
On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.<br />
<br />
;Devil's Sight<br />
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.<br />
<br />
;Dreadful Word<br />
''Prerequisite: 14th level''<br />
<br />
You can cast [[5e SRD:Confusion|''confusion'']] once using a warlock spell slot. You can't do so again until you finish a {{5g|Long Rest}}.<br />
<br />
;Eldritch Sight<br />
You can cast [[5e SRD:Detect Magic|''detect magic'']] at will, without expending a spell slot.<br />
<br />
;Eldritch Spear<br />
''Prerequisite: [[5e SRD:Eldritch Blast|eldritch blast]] cantrip''<br />
<br />
When you cast [[5e SRD:Eldritch Blast|''eldritch blast'']], its range is 300 feet.<br />
<br />
;Eyes of the Rune Keeper<br />
You can read all writing.<br />
<br />
;Fiendish Vigor<br />
You can cast [[5e SRD:False Life|''false life'']] on yourself at will as a 1st-level spell, without expending a spell slot or material components.<br />
<br />
;Gaze of Two Minds<br />
You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are {{5c|Blinded}} and {{5c|Deafened}} to your own surroundings.<br />
<br />
;Lifedrinker<br />
''Prerequisite: 12th level, Pact of the Blade feature''<br />
<br />
When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your {{5a|cha}} modifier (minimum 1).<br />
<br />
;Mask of Many Faces<br />
You can cast [[5e SRD:Disguise Self|''disguise self'']] at will, without expending a spell slot.<br />
<br />
;Minions of Chaos<br />
''Prerequisite: 18th level''<br />
<br />
You can cast [[5e SRD:Conjure Elemental|''conjure elemental'']] once using a warlock spell slot. You can't do so again until you finish a {{5g|Long Rest}}.<br />
<br />
;Mire the Mind<br />
''Prerequisite: 10th level''<br />
<br />
You can cast [[5e SRD:Slow|''slow'']] once using a warlock spell slot. You can't do so again until you finish a {{5g|Long Rest}}.<br />
<br />
;Misty Visions<br />
You can cast [[5e SRD:Silent Image|''silent image'']] at will, without expending a spell slot or material components.<br />
<br />
;One with Shadows<br />
''Prerequisite: 10th level''<br />
<br />
When you are in an area of dim light or darkness, you can use your action to become {{5c|Invisible}} until you move or take an action or a reaction.<br />
<br />
;Otherworldly Leap<br />
''Prerequisite: 18th level''<br />
<br />
You can cast [[5e SRD:Jump|''jump'']] on yourself at will, without expending a spell slot or material components.<br />
<br />
;Repelling Blast<br />
''Prerequisite: [[5e SRD:Eldritch Blast|eldritch blast]] cantrip''<br />
<br />
When you hit a creature with [[5e SRD:Eldritch Blast|''eldritch blast'']], you can push the creature up to 10 feet away from you in a straight line.<br />
<br />
;Sculptor of Flesh<br />
''Prerequisite: 14th level''<br />
<br />
You can cast [[5e SRD:Polymorph|''polymorph'']] once using a warlock spell slot. You can't do so again until you finish a {{5g|Long Rest}}.<br />
<br />
;Sign of Ill Omen<br />
''Prerequisite: 10th level''<br />
<br />
You can cast [[5e SRD:Bestow Curse|''bestow curse'']] once using a warlock spell slot. You can't do so again until you finish a {{5g|Long Rest}}.<br />
<br />
;Thief of Five Fates<br />
You can cast [[5e SRD:Bane|''bane'']] once using a warlock spell slot. You can't do so again until you finish a {{5g|Long Rest}}.<br />
<br />
;Thirsting Blade<br />
''Prerequisite: 5th level, Pact of the Blade feature''<br />
<br />
You can attack with your pact weapon twice, instead of once, whenever you take the {{5e|Attack Action|Attack}} action on your turn.<br />
<br />
;Voice of the Chain Master<br />
''Prerequisite: Pact of the Chain feature''<br />
<br />
You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.<br />
<br />
;Whispers of the Grave<br />
''Prerequisite: 18th level''<br />
<br />
You can cast [[5e SRD:Speak with Dead|''speak with dead'']] at will, without expending a spell slot.<br />
<br />
;Witch Sight<br />
''Prerequisite: 15th level''<br />
<br />
You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.<br />
<br />
=== Otherworldly Patrons ===<br />
<br />
The beings that serve as patrons for warlocks are mighty inhabitants of other planes of existence not gods, but almost godlike in their power. Various patrons give their warlocks access to different powers and invocations, and expect significant favors in return.<br />
<br />
Some patrons collect warlocks, doling out mystic knowledge relatively freely or boasting of their ability to bind mortals to their will. Other patrons bestow their power only grudgingly, and might make a pact with only one warlock. Warlocks who serve the same patron might view each other as allies, siblings, or rivals.<br />
<br />
You can use any Otherworldly Patrons from the Warlock class as your own Otherworldly Patrons.<br />
<br />
=== Your Pact Boon ===<br />
<br />
Each Pact Boon option produces a special creature or an object that reflects your patron's nature.<br />
<br />
'''''Pact of the Chain.''''' Your familiar is more cunning than a typical familiar. Its default form can be a reflection of your patron, with imps and quasits tied to the Fiend.<br />
<br />
'''''Pact of the Blade.''''' If you serve the Fiend, your weapon could be an axe made of black metal and adorned with decorative flames.<br />
<br />
'''''Pact of the Tome.''''' Your Book of Shadows could be a weighty tome bound in demon hide studded with iron, holding spells of conjuration and a wealth of forbidden lore about the sinister regions of the cosmos, a gift of the Fiend.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Warlock, Low Magic Variant class, you must meet these prerequisites: 13 Char<br />
<br />
'''Proficiencies.''' When you multiclass into the Warlock, Low Magic Variant class, you gain the following proficiencies: light armor<br />
<br />
<vote type=1/><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
<br />
[[Category:Warlock Tag]]<br />
[[Category:5e Class Variant]]<!-class is designed as a variant to a first party core class->--></div>Levelnom1https://www.dandwiki.com/w/index.php?title=Help_(Warrior_Cats_Supplement)&diff=1777553Help (Warrior Cats Supplement)2023-11-12T16:33:46Z<p>Levelnom1: </p>
<hr />
<div>Any suggestions?<br />
<br />
<br />
----<br />
{{5e Campaign Settings Breadcrumb}} &rarr; [[Warrior Cats (5e Campaign Setting)|Warrior Cats]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Supplement]]<br />
[[Category:5e Warrior Cat Setting]]</div>Levelnom1https://www.dandwiki.com/w/index.php?title=Variant_Rules_(Warrior_Cats_Supplement)&diff=1777552Variant Rules (Warrior Cats Supplement)2023-11-12T16:33:19Z<p>Levelnom1: /* Changing Classes */</p>
<hr />
<div>= Variant Rules =<br />
This system is made to be very flexible and similar to normal dnd.<br />
<br />
== Leader Template ==<br />
Leaders are better at commanding their teammates and other feature. The following is to give a free feat power level to any npc or player leaders.<br />
<br />
=== Clan Cats ===<br />
They are the leader of the clan and are accepted by Starclan (Heaven).<br />
<br />
;Nine Lives<br />
You have nine lives from the first trip to a holy location. At the start of your turn, you are dead and still have remaining lives, Starclan cast {{5e|Rivify}} on you. While this does not close mortal wounds or restore missing body parts, you do gain hit points equal to 1/4 of your maximum hit points.<br />
<br />
If you died of poison or disease, you have a -5 penalty to all constitution saving throws. Every time you finish a long rest, the penalty is reduced by 1 until it disappears.<br />
<br />
;Helping Hand<br />
You can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you.<br />
<br />
=== Clan Cats (unbleleiver) ===<br />
They are the leader of the clan and are NOT accepted by Starclan (Heaven).<br />
<br />
;Hardy<br />
Your maximum hit points are increased by your level and increased by 1 each time you level up.<br />
<br />
If you are an NPC, you instead have your maximum hit points increased by 2 for each hit dice.<br />
<br />
;Helping Hand<br />
You can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you.<br />
<br />
=== Tribe of Rushing Water ===<br />
The subclass Teller of the Pointed Stones is the leader subclass. When you become a leader, you lose your old subclass and gain the Teller of the Pointed Stones subclass.<br />
<br />
=== Sisterhood ===<br />
Sisterhood has a little need for a leader as such, the leader does not wield great power.<br />
<br />
;Spirit Advisor<br />
You gain a second Spirit Guide. Choose a Spirit Guide Characteristic for your second spirit guide. You learn any new spells that it teaches you for your level. If it is the same Spirit Guide Characteristic as the first one, you can replace any spells learned from your second spirit guide with the same spell level from the Sisterhood spell list. You can only have one Spirit Guide on your plane at the same time.<br />
<br />
;Improved Ethereal Sight<br />
Your Ethereal Sight is increased by 10 ft. If you gain this ability at or after the 11th level, it instead grants 20 ft. You automatically see any spirits regardless if it is hidden or not.<br />
<br />
=== Loner and Bloodclan ===<br />
Most of the time loners and bloodclan leaders are strongest clan in their group.<br />
<br />
;Hardy and Tough<br />
Your maximum hit points are increased by your level and increased by 1 each time you level up. Your ac is increased by 1.<br />
<br />
If you are an NPC, you instead have your maximum hit points increased by 2 for each hit dice.<br />
<br />
;Leader's Might<br />
Once per turn, you can deal an extra d4 damage to a single creature. If you are bloodclan, this extra damage is necrotic.<br />
<br />
=== Kittypet ===<br />
Kittypets rarely form groups as they are heavily dependent on their twoleg (humanoid) owner. It does happen when a large number of kittypets are found.<br />
<br />
;Scavenaging Leader<br />
Creature under your leadership, the first "scavenged" items they hold will not count towards the "scavenged" item limit.<br />
<br />
;Inspiring Leader<br />
You have one additional use of bardic inspiration.<br />
<br />
==Changing Classes==<br />
Unlike normal dnd, classes features are from constantly training with your group. The exception is loners that learn through hardships. As such, it would not make sense to gain higher class features when not with a group because of exiled, changed groups, or on a journey. This presents a hard problem. Most of the time, multiclassing weakens the character.<br />
<br />
;Traditional<br />
You ignore any multiclassing rules and allow the character to multiclass into that group or loner. This is the closest to the normal rules.<br />
<br />
;Sacrifice Levels<br />
Whenever you gain levels, you may sacrifice X number of levels from your original class. The GM may place a limit on the number of levels you can sacrifice. You lose any features, items, spells, hit points, and etc that you originally gained from those levels. You gain the normal 1 level plus X levels into your new class.<br />
<br />
Whenever you gain an ability score improvement, you can subtract 2 from one of the primary stat of the original class and add 2 from one of the primary stat of the new class. Primary stats are the required stats to multiclass into or out of a class.<br />
<br />
This represents you forgetting your old ways and excepting the new way of life.<br />
<br />
;Switch<br />
The moment you leave the group, you lose all of your features, items, spells, hit points, saving throws proficiency, and etc. You gain levels of the new level equal to your old character level. Treat this as if you always started with this new class.<br />
<br />
Choose one of the primary stat of one of the old classes. You can switch that stat with one of the primary stat of the<br />
new class. Primary stats are the required stats to multiclass into or out of a class.<br />
<br />
This represents a drastic change in character from changing groups.<br />
<br />
----<br />
{{5e Campaign Settings Breadcrumb}} &rarr; [[Warrior Cats (5e Campaign Setting)|Warrior Cats]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Supplement]]<br />
[[Category:5e Warrior Cat Setting]]</div>Levelnom1https://www.dandwiki.com/w/index.php?title=Injures_and_Treatment_(Warrior_Cats_Supplement)&diff=1777551Injures and Treatment (Warrior Cats Supplement)2023-11-12T16:32:32Z<p>Levelnom1: /* Poison */</p>
<hr />
<div>{{Copyright Disclaimer|owner= Eric Hunter|franchise=Warrior Cats}}<br />
<br />
=Injures and Treatment=<br />
When a person gets injured, they can go to the doctor, or in a high magic world, a cleric or priest. That is not as easy in the Warrior Cats world. When a cat gets injured, they need to go to someone with medical and herbal knowledge like a medicine cat, Gaudian, or Teller of Pointed Stones. This list below are a list of injures and how to treat them. Warrior Cats world is not a grim nor cruel world. Use the injures below for extreme cases or NPC.<br />
<br />
== Claw/paw Injures ==<br />
<br />
===Torn Claw ===<br />
In this case the carotene (the part of the claw that contains blood vessels) of the claw has been broken or caught on something. This is very common. Given a few days time this will heal quickly.<br />
<br />
Symptoms: broken layers of carotene, victim limping, swelling, pain, some bleeding.<br />
<br />
Best Treatment: Marigold, poppy seeds, and cobwebs.<br />
<br />
=== Cracked Paws ===<br />
This happens when the skin has grown hard or too tender, causing it to crack and bleed. This is most common in the elders. If not treated infection can kick in.<br />
<br />
Best Treatment: Goldenrod juice and garlic and cobwebs.<br />
<br />
<br />
== Teeth Injures ==<br />
<br />
===Toothache===<br />
It happen when there is a loose tooth, cavity, or gum disease. This best to be treated as quickly as possible.<br />
<br />
Symptoms: Loose tooth/teeth, hole in teeth/tooth, or inflammation of the gums. Pain is present.<br />
<br />
Best Treatment: For cavities it is best they are pulled out while cat is restraint. In other cases, you can just give alder bark/tansey/broom.<br />
<br />
<br />
== Organ Injures ==<br />
<br />
===Tummy Ache===<br />
This is very common . . . most of all in kittens. This can happen if a cat has eaten too much or ate something unpleasant. This can also be a symptom for more serious illnesses too, so double check the facts.<br />
<br />
Symptoms: Aching/Cramping pains in the stomach.<br />
<br />
Best Treatment: Watermint & Chervil Root, Juniper Berries & Poppy seeds.<br />
<br />
<br />
== General Injures ==<br />
<br />
===Sores===<br />
Similar to a bruise. The skin has become raw due to rough activity. It is not a serious illness/injury, but it is best to get it treated.<br />
<br />
Symptoms: Skin is red and raw, cat's in pain and stiff.<br />
<br />
Best Treatment: Simply give them poppy seeds and rub the tender area with chewed up comfrey.<br />
<br />
=== Aches/Pains ===<br />
This is also very common. This tends to happen if a cat pushed his/her self too hard in training/hunting/fighting. It can also happen in elders when they simply tend to ache - or a day after a big battle.<br />
<br />
Symptoms: Sore, stiff, and reluctant to move or do anything.<br />
<br />
Best Treatment: Give them some poppy seeds and order them a day of bed rest(if the pain is bad enough).<br />
<br />
=== Thorns ===<br />
This is also common. A cat will have anywhere to a single thorn to more then one stuck in the skin. This very painful!<br />
<br />
Best Treatment: Pull the thorn(s) out immediately! Then treat the wound.<br />
<br />
=== Cuts ===<br />
Again, very common. This can happen to kits when they play too hard or an apprentice/warrior trying too hard as well. It can happen in battle, also.<br />
<br />
Best Treatment: Simply use marigold or garlic after rubbing it down with a dock leaf. Cover with cobwebs.<br />
<br />
=== Swelling ===<br />
This happens all the time with all times of injuries, bruises, and infections.<br />
<br />
Symptoms: Inflammation & pain.<br />
<br />
Best Treatment: Chewed alder bark & goldenrod(juice), nettle leaves & poppy seeds.<br />
<br />
=== Bee / Wasp sting ===<br />
This sometimes happens to the younger cats and kittens. This happens when a bee/wasp is defending itself.<br />
<br />
Best Treatment: Remove the bee stingers (if bee) gingerly as possible without squeezing the venom sack. Nettle leaves & poppy seeds or dandelion stems (liquid inside) & alder bark.<br />
<br />
=== Rash ===<br />
A rash happens when a cat has scratched too much, allergy, or too hot.<br />
<br />
Symptom: Red, tender area.<br />
<br />
Best Treatment: Nettle leaves & poppy seeds, goldenrod juice & burdock root.<br />
<br />
=== Bleeding ===<br />
This happens when a cat has been wounded.<br />
<br />
Best Treatment: Marigold and cobwebs.<br />
<br />
=== Wound ===<br />
This can be anywhere from minor to critical. But in any case it should be treated quickly so not to let infection start.<br />
<br />
Best Treatment: Alder bark(chewed) & bay leaves, garlic & horsetail, or marigold/pot marigold and comfrey root. Apply cobwebs after.<br />
<br />
=== Broken bones ===<br />
A injury most common if hit by a monster or falling from an extreme height or a severe beating.<br />
<br />
Symptoms: Swelling in the area, pain, resistance to walk/run/move.<br />
<br />
Best Treatment: Put the bone back in place then use the following herbs; poppy seeds & birch bark(moist), broom & horsetail. Apply a splint after words.<br />
<br />
=== Sprains / Twisted ankles ===<br />
In this case the cat has but too much stress on the joints or has tripped or become stuck for a time. This injury is very minor.<br />
<br />
Symptoms: Swelling, painful to touch and move, can't put pressure on it.<br />
<br />
Best Treatment: Stay off the injury and apply nettle leaves and give poppy seeds.<br />
<br />
<br />
== Ill Health ==<br />
<br />
=== Asthma / Trouble breathing ===<br />
When a cat has asthma or trouble breathing this can be life threatening. Their breathing becomes rapid and unsteady. This can also be effected my allergies and kitting.<br />
<br />
Symptoms: Rapid and unsteady breaths, wheezing.<br />
<br />
Best Treatment: It is best to give coltsfoot and/or juniper berries. For kitting queens give coltsfoot.<br />
<br />
=== Fever/Headache===<br />
In this case the cat has fallen ill or suffering from infection or heat stroke or lack of liquids. They will feel hot and their head will hurt.<br />
<br />
Headache Symptoms: pain, can't stand sunlight and sounds.<br />
<br />
Fever Symptoms; Sweating, hot, and dizzy.<br />
<br />
Best Treatment: Drink plenty of water, nettle leaves & poppy seeds, borage leaves & willow bark.<br />
<br />
=== Cough ===<br />
An irritation of the throat/lungs. Caused commonly by illness. Most commonly gained during leafbare (winter).<br />
<br />
Best Treatment: Honey(for dry throat) & tansy. <br />
<br />
=== Chill (Cold /Flu) ===<br />
This happens the most when a cat falls into the water or it is freezing cold outside.This illness is minor but can turn into deadly hypothermia or minor whitecough if not treated.<br />
<br />
Symptoms: The cat will have chills, mild fever, stuffy/runny nose, aches, sneezing, and feel tired.<br />
<br />
Best Treatment: Honey(throat), poppy seeds, water & bed rest, feverfew/lavender.<br />
<br />
=== Sore throat / Smoke Inhalation ===<br />
A tender/raw, sore throat can be caused by a number of things. The most common being illness, allergies, or breathing in smoke from a fire. This illness is very mild.<br />
<br />
Symptoms: The throat will be a bit swollen or red and will be ether dry, itchy, sore, or painful.<br />
<br />
Best Treatment: Give them honey and if they breathed in smoke, give coltsfoot or juniper berries too.<br />
<br />
=== Aching/Infected eyes ===<br />
Another common ailment but happens more often in greenleaf (summer) and newleaf (spring).<br />
<br />
Symptoms: The eyes will be be try/watery and will have a hard time opening and closing the eyes. In a case of infection the eyes will be red and the skin tender/swollen and may even bleed!<br />
<br />
Best Treatment: Celandine and eyebright/garlic/dried oak leaves.<br />
<br />
=== Shock / Anxiety ===<br />
This happens when a cat has been badly injured, has a phobia, or witnessed a stressful/frightening sight. For this the victim must take extra caution not to do more damage if the cat is injured.<br />
<br />
Symptoms: They'll be unresponsive or very jumpy/timid and fear-scent can be detected some times.<br />
<br />
Best Treatment: Lavender, thyme leaves, or tansy.<br />
<br />
===Infection ===<br />
This happens when a wound has been left untreated. This is most common after being bitten by a rat. This best to be treated immediately for it can be deadly!<br />
<br />
Symptoms: Bad stench, pus, pain, raw/tender skin, and fever(if bad enough).<br />
<br />
Best Treatment: Horsetail & chervil leaf juice or burdock root & marigold.<br />
<br />
=== Morning Sickness ===<br />
This only happens to expecting queens. . . but luckily, it easy to treat! Certain herbs must be avoided for expecting queens.<br />
<br />
Symptoms: They will experience flu/cold like symptoms to a degree.<br />
<br />
Best Treatment: Allow her to rest and have water. Give her poppy seeds, avoid juniper berries and use raspberry or nettle leaves instead.<br />
<br />
=== Hypothermia ===<br />
This most common in leaf-bare (winter) but it can happen at any time. This illness is caused most commonly when a cat is soaking wet and stays in the cold<br />
too long. This ailment happens when the body can't/struggles to keep a steady temperature. There are 4 stages: Impending, mild, moderate, &<br />
severe.<br />
<br />
Symptoms: Sluggishness, drowsiness, fatigue, stumbling, thickening of speech, amnesia, irrationality, hallucinations, lack of perceptual in any place, blueness in skin, enlargement of pupils, decrease in heart and respiration rates, state of near unconsciousness, insensibility, shivering, poor coordination.<br />
<br />
Severe Symptoms: Poor speech, disorientation, decrease in shivering followed by rigidity of muscles, blueness of skin, weak/irregular pulse.<br />
<br />
Best Treatment: Get the cat's body warm at all costs but be careful not to do it too fast. Keep the victim out of the wind and cold and place in a pre-warmed nest and have other cats sleep around him/her to give warmth. The rest is in StarClan's paws.<br />
<br />
<br />
== General Problems ==<br />
<br />
=== Trouble Sleeping ===<br />
In this case the cat is stressed, over-worked, having nightmares, is very depressed, or very ill.<br />
<br />
Best Treatment: Ragwort, poppy seeds, or chervil root.<br />
<br />
=== Low on milk===<br />
This happens only for queens near kitting or have kits.<br />
<br />
Best Treatment: Give the queen borage leaves to increase milk flow.<br />
<br />
=== Ticks / Fleas ===<br />
Little tiny bugs that infest the fur. Elders tend to be most effected by this.<br />
<br />
Treatment: For this simply use mouse bile to shoo those pesky bugs out of your fur.<br />
<br />
=== Poison ===<br />
This happens when a cat eats a toxic plant (there are A LOT!) or bitten by a venomous snake (more common for ThunderClan). This is to treat quickly and immediately or the cat will die!<br />
<br />
Symptoms: Dizziness, aches & pains, headaches, fever, sweating, or loss of consciousnesses.<br />
<br />
Best Treatment: Snakeroot or/and yarrow. If not at paw use another herb that can expel the toxins.<br />
<br />
----<br />
{{5e Campaign Settings Breadcrumb}} &rarr; [[Warrior Cats (5e Campaign Setting)|Warrior Cats]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Supplement]]<br />
[[Category:5e Warrior Cat Setting]]</div>Levelnom1https://www.dandwiki.com/w/index.php?title=Disease_(Warrior_Cats_Supplement)&diff=1777550Disease (Warrior Cats Supplement)2023-11-12T16:32:10Z<p>Levelnom1: /* Death Disease */</p>
<hr />
<div>{{Copyright Disclaimer|owner= Eric Hunter|franchise=Warrior Cats}}<br />
<br />
=Diseases=<br />
Most diseases that effect Twolegs (humanoids) don't effect cats. Here are a few diseases below. These are generic names of diseases that effects cats. It is similar to human words for cold, flue, and fevers. Some diseases that both effect twolegs and cats are NOT listed below.<br />
<br />
==Chest infections==<br />
<br />
=== Whitecough===<br />
Very similar to the flu, a common ailment. It can, however, turn into ether greencough or deadly blackcough if left untreated.<br />
<br />
Symptoms: Sneezing, coughing, runny nose, feel tired, and have a slight fever.<br />
<br />
Best Treatment: Catnip, feverfew/lavender, honey, poppy seeds (induces sleep), water, and bed rest.<br />
<br />
===Greencough===<br />
This illness is comes when whitecough hasn't been treated soon enough. It is similar to pneumonia. Very contagious; cats with this MUST be separated from the other cats. Normally caught during freezing conditions. Can turn into fatal blackcough!<br />
<br />
Symptoms: Sluggishness, fever, wheezing, and phlegm streaming from nose & mouth.<br />
<br />
Best Treatment: Feverfew/Lavender, catnip/chickweed, and coltsfoot(ease the breathing).<br />
<br />
===Blackcough===<br />
This illness is fatal and has a high chance of the cat not surviving it. Whitecough or Greencough can advance to this if not treated. You can try to treat it but if it is in the late stages nothing can be done. In this case the humane thing is ease their way to StarClan. In many cases, when a Whitecough or Greencough advanced to this stage, the effected cat dies before any relies that it turn for the the worst.<br />
<br />
Symptoms: Severe wheezing & coughing, phlegm streaming from nose, pus or blood expelled somewhere and some way on/out of the body, sweating, high fever, and weakness/lethargy.<br />
<br />
Best Treatment: Feverfew/Lavender and catnip.<br />
<br />
===Redcough===<br />
Redcough was an illness is where a cat coughed up blood. This is usually picked up on a farm. It is a mix of bronchitis and pneumonia. It is almost always fatal. <br />
<br />
Symptoms: chills, coughing up blood, fatigue, loss of appetite, fainting spells, very fast heart rate, and delirium.<br />
<br />
Best Treatment: special sap only found in Skyclan.<br />
<br />
===Yellowcough===<br />
This disease only effects Thunderclan and Shadowclan. It is similar to white/green/blackcough except it skips to green phase and it is more deadly.<br />
<br />
Symptoms: appetite, fever, difficulty breathing, delirium, and sore throats.<br />
<br />
Best Treatment: lungwort<br />
<br />
===Kittencough===<br />
An illness that effects the respiratory system that only kittens get.<br />
<br />
Symptoms: Similar to that of Whitecough.<br />
<br />
Best Treatment: Coltsfoot, garlic, feverfew/lavender, and nettle.<br />
<br />
==Rat borne infections==<br />
The cats sometimes fall victim to infections carried by rats.<br />
<br />
===Carrionplace Disease===<br />
The first ShadowClan medicine cat, Pebble Heart, realized that rats were a source of disease. As ShadowClan cats sometimes ate the rats from the Carrionplace in The Forest, they were prone to catch these diseases.<br />
<br />
Symptoms: Troubled breathing, violent coughing fits, fever, loss of hunger, lack of sleep, exhaustion.<br />
<br />
Best Treatment: Borage, coltsfoot, angelica(only for this illness), juniper berries, honey, and feverfew.<br />
<br />
===Rat Bite Infection===<br />
Sometimes rats are poisoned or their fleas carry very big diseases.<br />
<br />
Symptoms: belly aches, fatigue, and loss of appetite.<br />
<br />
Best Treatment: Burdock root is used to stop infection from rat bites.<br />
<br />
==Others==<br />
<br />
===Death Disease===<br />
A very painful, illness that kills the cat slowly. Also known as Lime Disease to humans. This illness is worse then blackcough and there is no cure! The humane thing is ease their way to StarClan.<br />
<br />
----<br />
{{5e Campaign Settings Breadcrumb}} &rarr; [[Warrior Cats (5e Campaign Setting)|Warrior Cats]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Supplement]]<br />
[[Category:5e Warrior Cat Setting]]</div>Levelnom1https://www.dandwiki.com/w/index.php?title=Fun_Facts_(Warrior_Cats_Supplement)&diff=1777549Fun Facts (Warrior Cats Supplement)2023-11-12T16:31:40Z<p>Levelnom1: /* Dnd Subclasses */</p>
<hr />
<div>= Fun Facts =<br />
Random facts about the system that is not very useful to most people.<br />
<br />
== Class' Elements ==<br />
Each class have an elemental type.<br />
<br />
{| class="wikitable"<br />
! Class Name !! Element<br />
|-<br />
| [[ River Warrior Cat (5e Class)|RiverClan]] || Cold<br />
|-<br />
| [[ Shadow Warrior Cat (5e Class)|ShadowClan]] || Necrotic<br />
|-<br />
| [[ Thunder Warrior Cat (5e Class)|ThunderClan]] || Thunder and Lightning<br />
|-<br />
| [[ Wind Warrior Cat (5e Class)|WindClan]] || Force<br />
|-<br />
| [[ Medicine Cat (5e Class)|Medicine Cat]] || Radiance (weak)<br />
|-<br />
| [[ Hunter of Rushing Water (5e Class)|Tribe of Rushing Water (Hunter)]] || Cold<br />
|-<br />
| [[ Guard of Rushing Water (5e Class)|Tribe of Rushing Water (Guard)]] || Bludgeoning<br />
|-<br />
| [[ Sisterhood Cat (5e Class)|Sister]] || Physic<br />
|-<br />
| [[ Loner Cat (5e Class)|Loner]] || Bludgeoning, piercing, and slashing<br />
|-<br />
| [[ Kittypet Cat (5e Class)|Kittypet]] || Physic (weak)<br />
|-<br />
| [[ Blood Killer Cat (5e Class)|BloodClan]] || Necrotic<br />
|-<br />
| [[ Sky Warrior Cat (5e Class)|SkyClan]] || Force and fire<br />
|-<br />
| [[ Warrior Cat (5e Class)|WarriorClan]] || Acid<br />
|-<br />
| [[ Full Moon Cat (5e Class)|Full Moon]] || All magic<br />
|-<br />
| [[ New Moon Cat (5e Class)|New Moon]] || All magic<br />
|}<br />
<br />
== Dnd Subclasses ==<br />
Most classes's subclasses are based on exist subclasses<br />
<br />
{| class="wikitable"<br />
! Class Name !! Orginal Subclass's Class<br />
|-<br />
| [[ River Warrior Cat (5e Class)|RiverClan]] || Sorcerer<br />
|-<br />
| [[ Shadow Warrior Cat (5e Class)|ShadowClan]] || Rogue<br />
|-<br />
| [[ Thunder Warrior Cat (5e Class)|ThunderClan]] || Ranger<br />
|-<br />
| [[ Wind Warrior Cat (5e Class)|WindClan]] || Custom<br />
|-<br />
| [[ Medicine Cat (5e Class)|Medicine Cat]] || Cleric and Paladin<br />
|-<br />
| [[ Hunter of Rushing Water (5e Class)|Tribe of Rushing Water (Hunter)]] || Fighter<br />
|-<br />
| [[ Guard of Rushing Water (5e Class)|Tribe of Rushing Water (Guard)]] || Druid<br />
|-<br />
| [[ Sisterhood Cat (5e Class)|Sister]] || Custom<br />
|-<br />
| [[ Loner Cat (5e Class)|Loner]] || Barbarian<br />
|-<br />
| [[ Kittypet Cat (5e Class)|Kittypet]] || Bard and paldin<br />
|-<br />
| [[ Blood Killer Cat (5e Class)|BloodClan]] || Blood hunter<br />
|-<br />
| [[ Sky Warrior Cat (5e Class)|SkyClan]] || Monk<br />
|-<br />
| [[ Warrior Cat (5e Class)|WarriorClan]] || Bard and barbarian<br />
|-<br />
| [[ Full Moon Cat (5e Class)|Full Moon]] || Wizard<br />
|-<br />
| [[ New Moon Cat (5e Class)|New Moon]] || Sorcerer<br />
|}<br />
<br />
<br />
<br />
----<br />
{{5e Campaign Settings Breadcrumb}} &rarr; [[Warrior Cats (5e Campaign Setting)|Warrior Cats]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
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<hr />
<div>{{Copyright Disclaimer|owner= Eric Hunter|franchise=Warrior Cats}}<br />
<br />
= Religion =<br />
Just like humans, cats have their own religion. They believe that all cats come from the great big cats: lion, tiger, and leopard. The majority of cats believes that when they die, they join with their spiritual ancestors. Their afterlife is not in the astral, a divine, or a hellish plane. Instead they go the ethereal plane. A plane that mirrors our own plane, the material plan. The home of the ghosts.<br />
<br />
Ethereal plane is often described as the sky. It is the best metaphor the explain how the ethereal plane is like. Each group of cats have their own personal group of spiritual cats that watches over them. It is described that they watch the living from the sky.<br />
<br />
Unlike greater powers of gods, ancestor spirit cats wield very little power. They are closer to a great mage than a demigod. They have the power to send signs, grant extra life, visit dreams of the living, and grant magical powers. They spend most of their time enjoying the afterlife and looking after the living cats. The ancestral spirits lose their powers and ability if they wander too far from the home "sky" of their people. If the living cats that believe in them move to a new location, they are robbed most of their powers until the wandering group either settle down or adapt to life style of constant traveling.<br />
<br />
As ancestor spirit cats depend on the living cats for their powers, living cats depend on the dead to guide them away from danger. They help each other. It is unknown if ancestor spirit grow stronger if there a larger group of believing cats. It is known that the ancestor spirit's power changes depending on how they and the living cats interact to each other.<br />
<br />
==Clan==<br />
Describe a group of cats with the -clan suffix that follow the warrior code a believe in StarClan and the Dark Forest. Unlike most group of cats, they have two groups of ancestor spirit cats. It is unclear on how they work and able to "share" the same sky. It is said that StarClan is in the Silver Pelt (Milkyway in the nigh sky) while the dark forest is the darkness between the stars. How it works in the ethereal plan is unknown. They do have separate teritories.<br />
<br />
Clan cats are [[ River Warrior Cat (5e Class)|RiverClan]], [[ Shadow Warrior Cat (5e Class)|ShadowClan]], [[ Sky Warrior Cat (5e Class)|SkyClan]], [[ Thunder Warrior Cat (5e Class)|ThunderClan]], [[ Warrior Cat (5e Class)|WarriorClan]], [[ Wind Warrior Cat (5e Class)|WindClan]], and [[ Eclipse Cat (5e Class)|Eclipseclan]].<br />
<br />
These following groups have the -clan suffix but do not go to these afterlife are: [[ Blood Killer Cat (5e Class)|BloodClan]] and [[ Full Moon Cat (5e Class)|FullMoonClan]].<br />
<br />
===StarClan===<br />
<div class="externalimage-holder" style="width:25%;float:right;"><br />
{{5e Image|float:right|https://static.wikia.nocookie.net/warriors/images/e/e3/Logo-starclan.png|https://warriors.fandom.com/wiki/StarClan}}</div><br />
<br />
"We can warn them and guide them, but in the end they will go their own way."<br />
<br />
―Yellowfang<br />
<br />
StarClan are the deceased ancestors, descendants, and Clanmates of the Clan cats. Cats are only allowed to join StarClan when they die if they have lived an honorable life and followed the warrior code. StarClan cats don't have to be in a Clan at the time of their death to be welcomed to StarClan.<br />
<br />
When a Clan cat dies, they will be guided to StarClan by a deceased cat who played an important part in their life, such as a mentor or a cherished family member. When a cat dies and goes to join StarClan, they merely close their eyes and reopen them.[10][11] When a leader loses a life, that life appears in StarClan as a very faint copy of the leader, but they are unable to communicate in any way to other StarClan cats until the leader loses their final life.<br />
<br />
;Appearance<br />
StarClan cats leave starry paw prints, their eyes shine like stars, and their pelts glow with a strange light that makes them look like they have stars in their fur. Frost sparkles at their paws and glitters in their eyes. Their pelts shine like ice and carry all the scents of the seasons: the tang of leaf-bare (winter), the green scent of greenleaf (summer), the musk of leaf-fall (fall), and the sweet blossom of newleaf (spring). The cats' spirits remain in StarClan until they are forgotten by all living and dead cats over a long time and earned their own peace, causing them to fade away to little more than ghost-like images of themselves. It is possible for a StarClan cat to be killed again, but they vanish forever; going to a different place.<br />
<br />
;Relationship with the Living<br />
StarClan act somewhat like guardians to the living Clan cats, often warning them of dangers ahead or to guide them in times of need. Ancestors usually watch over the living cats of their former Clan, and especially over cats who were close to them in their lifetime. Living cats visit StarClan in their dreams, although StarClan cats are able to appear even in the waking world, but such appearances are rare.<br />
<br />
Medicine cats are specially bonded with StarClan, and they are the cats who are usually contacted by their ancestors. At every half-moon, the medicine cats and their apprentices of each Clan go to their sacred place, the Moonstone or Moonpool, to speak with their ancestors, to seek advice or to learn of things awaiting in their futures. To receive the signs of StarClan, medicine cats either touch their nose to the cold surface of the Moonstone, or drink the cool water of the Moonpool to initiate their dreams.<br />
<br />
Besides medicine cats, StarClan cats sometimes send messages to leaders. Warriors, though it is uncommon, are known to have received prophetic dreams. In rare cases, they would visit in the dreams of non-Clan cats that don't believe in StarClan.<br />
<br />
StarClan's prophecies are often phrased in riddles without clear meanings. StarClan themselves are often unsure of what the prophecies mean.<br />
<br />
;Traditions<br />
All Clan cats worship StarClan and adhere to their guidance and wisdom. Clan cats give thanks to StarClan after catching prey for the life the prey has given to feed the Clan. When a warrior dies, their Clanmates wish for StarClan to watch over them.: "May StarClan light your path. May you find good hunting, swift running, and shelter where you sleep." During times of trouble, Clan cats will wish for StarClan to help them, or utter "Thank StarClan" if things have gone well.<br />
<br />
;Ceremonies<br />
All Clan ceremonies are believed to be supervised by StarClan. The Clan leader performing a ceremony calls upon the warrior ancestors, and promotes a cat to their new rank by the powers of StarClan. The leader asks that StarClan welcome them by a new name, such as when an apprentice is named a warrior.[35] If a dying apprentice is worthy, they can be named into a warrior so they'll be welcomed as one into StarClan.<br />
<br />
;Leader Ceremony<br />
StarClan has the greatest role during leadership ceremonies, giving the new leader their nine lives and granting the -star suffix to their name. Each of the lives are granted by a single ancestor, usually a cat the new leader had cherished when the cat was alive such as a loved family member or mentor. When a life is granted to a leader, they are given a special gift or attribute to make them a good leader, such as endurance, courage, or strength. However, StarClan will not grant all 9 lives if the previous leader still has some remaining.<br />
<br />
StarClan can also revoke nine lives from a leader if they are deemed unjust by their Clan. StarClan cannot choose leaders, even if the leader is just. Only the Clans themselves can choose their leaders, and in most cases StarClan will accept a cruel leader.<br />
<br />
===Dark Forest (Place of No Stars)===<br />
<div class="externalimage-holder" style="width:35%;float:right;"><br />
{{5e Image|float:right|https://static.wikia.nocookie.net/warriors/images/7/7d/Logo-place-of-no-stars-textless.png|https://warriors.fandom.com/wiki/The_Place_of_No_Stars_(residence)}}</div><br />
<br />
"Tchah! Why would you want to go to StarClan? That place is full of old weak-willed cowards who clung to the warrior code like ants to a leaf in a puddle. You will find much better company in the cats here, Tigerclaw."<br />
<br />
— Mapleshade<br />
<br />
It is a place where cats that have committed great crimes against their Clans and the warrior code go when they die. However, cats who commit crimes but believe they are following the warrior code can usually join the ranks of StarClan instead.<br />
<br />
;Relationship with the Living<br />
Several Dark Forest spirits can walk in the dreams of living cats, though it is a skill that must be learned. Usually in the dream, the cat finds themselves in the Dark Forest with the deceased cat. Though sometimes Dark Forest cats can enter into living cats' dreams. There seems to be no limitations on who the Dark Forest cats can visit, although if a cat consciously decides that they don't want to be visited any more, it seems to prevent it from happening again. At times, cats can dream themselves into the Dark Forest without a spirit guide, by harnessing on dark thoughts and being open to negative emotions, such as anger and hatred fear, anguish and hopelessness, and jealousy.<br />
<br />
Upon waking up from the dream, they will retain all characteristics acquired; for example, if they get wounded in the Dark Forest, they will have the same wound in reality as well. This also applies to fatigue and skills practiced in the dream. This also includes death, as cats who are killed in the Dark Forest die in real life.<br />
<br />
<br />
==Tribe of Rushing Water==<br />
Tribe of Rushing Water are a group of cats that live in the mountains. They have similar but different traditions and culture as the Clan cats due to their shared roots.<br />
<br />
===Tribe of Endless Hunting===<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|https://static.wikia.nocookie.net/warriors/images/a/ab/Logo-toeh-textless.png|https://warriors.fandom.com/wiki/The_Tribe_of_Endless_Hunting}}</div><br />
<br />
The ancestral spirits that make up the Tribe of Endless Hunting are similar to those that make up StarClan. However, instead of being born of the four forest Clans they are born of the mountain Tribe.<br />
<br />
Instead of having a pelt that glows and looks like stars like StarClan, they appear like normal ghost cats. They seem to fade with age. Also, unlike StarClan who are restored if they have disabilities like blindness or hearing, it is not restored and if they died in battle, they still have wounds when they join The Tribe of Endless Hunting. Cats in Tribe of Endless Hunting are restored to the age in which they were happiest, like StarClan.<br />
<br />
;Relation with Living Cats<br />
The spirits of the Tribe of Endless Hunting use the Cave of Pointed Stones as the primary conduit by which they communicate with their earthly counterparts. The Tribe of Endless Hunting does not communicate with the Tribe of Rushing Water through dreams but instead only uses omens to transmit their messages.<br />
<br />
<br />
==Sisterhood==<br />
Sisterhood is a group of traveling she-cats (female cats) that have the ability to see dead cats.<br />
<br />
=== Ethereal Plane ===<br />
"I can't make all dead cats appear. Needletail told me about StarClan. I've never seen a StarClan cat. I think I can only sense cats who are still tied to the living. They've stuck close to us. They can't move on until they've done what they feel they need to do. Like Needletail. She will only find her way to StarClan when she has finished what she started here."<br />
<br />
— Tree<br />
<br />
Unlike most group of cats, Sisters do not have a special name for their spiritual ancestors. Living Sisters can see and talk directly to cats in the ethereal plane, regardless the group that the undead cat belongs to. This leads to more common and direct connection with the afterlife.<br />
<br />
;Relation with Living<br />
The Sisters believe their ancestors will guide them, similar to the Clans' beliefs of StarClan. The ancestors will follow the cats, regardless if they are a she-cat (female cat) that stayed with the group or a tom (male cat) that was cast out. When a member of the Sisters die, they go to the ethereal plane, where they can communicate with their living kin and guide them.<br />
<br />
<br />
==Guardian==<br />
Not is much known about the Guardian's history or ancestors.<br />
<br />
;Relation with Living<br />
Healers can receive visions from from their ancestors. They are very friendly to other spirits and are willing to send messages from other spirits.<br />
<br />
==Faithless and Group-less==<br />
In order to have a proper afterlife, the cat has to be involved in a group with a belief in the afterlife. Without a belief or a group of cats, the simply disappear. It is unknown if these cats have an afterlife or simply stop existing. They share the same fate as if they fade away in their afterlife or killed in their afterlife.<br />
<br />
If a cat have strong connection to the mortal realm or an uncompleted task, they get stuck in the ethereal plane. Once their connection weakens or task is completed, they move on and disapear.<br />
<br />
==Other Groups==<br />
When a group of cats become large enough and they believe an afterlife, their dead brethren go to that afterlife. GM fill free to create your own group of cats with their own religion and afterlife.<br />
<br />
----<br />
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[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Supplement]]<br />
[[Category:5e Warrior Cat Setting]]</div>Levelnom1https://www.dandwiki.com/w/index.php?title=Warrior_Code_(Warrior_Cats_Supplement)&diff=1777547Warrior Code (Warrior Cats Supplement)2023-11-12T16:30:55Z<p>Levelnom1: /* After-death punishments */</p>
<hr />
<div>{{Copyright Disclaimer|owner= Eric Hunter|franchise=Warrior Cats}}<br />
<br />
=Warrior Code=<br />
A Warrior code is a set of laws that help to shape the morality of cats. They are uses in clan cats and any group not following the warrior code is not a clan cat group.<br />
<br />
==History==<br />
It is said that the original warrior code was created when or shortly after the creation of the clans. Over time, important events add new laws to the warrior code. For this reason, it is unknown how many laws was in the warrior code at creation.<br />
<br />
Following Ashfur's manipulation of the code, a revised code was drafted by members of StarClan and the living to reorder in terms of importance. StarClan gave the Clans three moons to formalize changes to the warrior code.<br />
<br />
==Warrior Code (Old)==<br />
# Defend your Clan, even with your life. You may have friendships with cats from other Clans, but your loyalty must remain to your Clan, as one day you may meet them in battle.<br />
# Do not hunt or trespass on another Clan's territory.<br />
# Elders, queens, sick or injured cats and kits must be fed before apprentices and warriors. Unless they have permission, apprentices may not eat until they have hunted to feed the elders.<br />
# Prey is killed only to be eaten. Give thanks to StarClan for its life.<br />
# A kit must be at least six moons old to become an apprentice.<br />
# Newly appointed warriors will keep a silent vigil for one night after receiving their warrior name.<br />
# A cat cannot be made deputy without having mentored at least one apprentice.<br />
# The deputy will become Clan leader when the leader dies, retires, or is exiled.<br />
# After the death, retirement, promotion (to a leader status), or exile of the deputy, the new deputy must be chosen before moonhigh.<br />
# A Gathering of all [five] Clans is held at the full moon during a truce that lasts for the night. There shall be no fighting among Clans at this time.[<br />
# Boundaries must be checked and marked daily. Challenge all trespassing cats.<br />
# No warrior can neglect a kit in pain or danger, even if the kit is from a different Clan.<br />
# The word of the Clan leader is the warrior code.<br />
# An honorable warrior does not need to kill other cats to win their battles, unless they are outside the warrior code or if it is necessary for self-defense.<br />
# A warrior rejects the soft life of a kittypet.<br />
# Each Clan has the right to be proud and independent, but in times of trouble they must forget their boundaries and fight side by side to protect the [five]. Each Clan must help the others so that no Clan will fall<br />
<br />
==Warrior Code (New)==<br />
# Defend all the Clans, even with your life. Your first loyalty is to your Clan, but all cats who follow the warrior code are your allies. Each Clan must ensure that no other Clan falls. (reworded)<br />
# Nevertheless, each Clan is proud and independent, with traditions that must always be respected. (reworded; formerly Rule 16)<br />
# An honorable warrior does not need to kill other cats to win their battles, unless they are outside the code, or it is necessary for self-defense. (formerly Rule 14)<br />
# Elders, queens, sick or injured cats and kits must be fed before apprentices and warriors. Unless they have permission, apprentices may not eat until they have hunted to feed the elders. (formerly Rule 3)<br />
# A Gathering of all five Clans is held at the full moon during a truce that lasts for the night. (formerly Rule 10)<br />
# No warrior can neglect a kit in pain or danger, even if the kit is from a different Clan. (formerly Rule 12)<br />
# A kit must be at least six moons old to become an apprentice. (formerly Rule 5)<br />
# The deputy will become Clan leader when the leader dies, retires, or is exiled.<br />
# After the death, retirement, promotion (to a leader status), or exile of the deputy, the new deputy must be chosen before moonhigh.<br />
# If a Clan member believes that their leader is no longer leading with honor and integrity, they can challenge them. Three-quarters of the Clan members, including their medicine cats, must agree. Their objections will then be presented to the leaders of the other Clans. If the other leaders agree, all medicine cats will request that StarClan remove the leader's remaining lives and give them to the deputy. These objections cannot be raised by the deputy.<br />
# A warrior or medicine cat may switch their allegiance from one Clan to another but must meet a set of conditions. The cat wishing to change Clans must perform a task of their intended Clan’s choosing. If they succeed, it will be deemed StarClan’s will that they change Clans, and their request will be granted.<br />
# Prey is killed only to be eaten. Give thanks to StarClan for its life. (formerly Rule 4)<br />
# Newly appointed warriors will keep a silent vigil for one night after receiving their warrior name. (formerly Rule 6)<br />
# A cat cannot be made deputy without having mentored at least one apprentice. (formerly Rule 7)<br />
# A warrior rejects the soft life of a kittypet. (formerly Rule 15)<br />
# Boundaries must be checked and marked daily. Challenge all trespassing cats—but a warrior must always remember that all cats follow the warrior code. (reworded; formerly Rule 11 and possibly Rule 2)<br />
<br />
==Exceptions==<br />
There are certain events or conditions that allow ignore part of the warrior code.<br />
* Cats on their way to the Moonstone or Moonpool are allowed to cross other Clans' territories to get to their destination— WindClan grounds on the moorland in the forest, and ThunderClan grounds by the lake.<br />
* At the lake, cats may travel on other Clans' grounds as long as they are within three fox-lengths (about a yard) of the lake; for instance, to go to a Gathering.<br />
* Cats may travel on other Clan territories if they have something to report or to ask for help.<br />
* The code is flexible about leadership challenges. Cats may challenge a weak or cruel leader if their Clan is in danger, and if their leadership threatens the Clan, the code expects a warrior to challenge their leader<br />
<br />
==Unofficial Additions==<br />
The following rules are not specifically stated in the warrior code, but are expected to be followed:<br />
<br />
* Medicine cats may not have a mate or kits, as they must be able to heal all cats equally.<br />
* Kits must stay in camp until they are apprenticed, and are not allowed to hunt.<br />
* The safety of the Clan as a whole is more important than the safety of one cat.<br />
* Clans must not unite together to drive out another Clan.<br />
* Clans must not force another Clan to share territory.<br />
* Enemy patrols must not attack cats if they are on a mission that all four Clans have agreed upon.<br />
* Cats cannot eat when going to the Moonstone or Moonpool to speak with StarClan.<br />
<br />
==Punishment==<br />
Punishments for breaking the warrior code is up to the leader of the clan or the other leaders from the clans. The below are more of guidelines:<br />
<br />
===General===<br />
These can be a scolding, giving a warrior apprentice duties, or giving an apprentice an unpleasant task.<br />
<br />
===Losing their rank===<br />
Breaking the code can also result in a cat being stripped of their duties.<br />
<br />
===Exile===<br />
In severe cases, the cat may be exiled from the Clan.<br />
<br />
===After-death punishments===<br />
Cats who would murder for no reason, or have caused pain to others for nothing other than their own enjoyment would also go to the Dark Forest (Place of No Stars/ Hell) upon their death.<br />
<br />
----<br />
{{5e Campaign Settings Breadcrumb}} &rarr; [[Warrior Cats (5e Campaign Setting)|Warrior Cats]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Supplement]]<br />
[[Category:5e Warrior Cat Setting]]</div>Levelnom1https://www.dandwiki.com/w/index.php?title=Society_(Warrior_Cats_Supplement)&diff=1777546Society (Warrior Cats Supplement)2023-11-12T16:30:24Z<p>Levelnom1: /* Loner */</p>
<hr />
<div>{{Copyright Disclaimer|owner= Eric Hunter|franchise=Warrior Cats}}<br />
<br />
=Society=<br />
While the adventure focuses on the clan cats, there are other groups of cats. Even amount the clans, each of them are different from each other.<br />
<br />
==Clans==<br />
It is any group of cats that name themselves with a -clan suffix, follow the warrior code, and believe in StarClan. If not all are meet, they are normal group of cats.<br />
<br />
===General Culture===<br />
====Clan Meeting====<br />
;Purpose<br />
A Clan meeting has one or more of the following purposes:<br />
<br />
* Announcing important events or sharing information, such as relating what happened at a Clans' Gathering.<br />
* Conduct a {{inpage|ceremony}}, such as appointing new apprentices, warriors and deputies, confirming the retirement of elders, or changing the name of a cat.<br />
* Warn Clan members about dangers, such as the fox traps, a flood, or an impending attack.<br />
* Bring the Clan members together to discuss an important matter.<br />
<br />
;Procedure<br />
Clan meetings have no fixed dates; a meeting can be called at any time, whenever the leader feels the need to do so.[6] It is the privilege of the Clan leader to convoke a meeting.[7] However, sometimes other Clan cats do it; for example if they feel that an important information or question must be brought to the Clan.<br />
<br />
To begin the meeting, the leader climbs to a high place where all cats gathered below can see and hear them well. Each clan has a different call. They open the meeting with the following words:<br />
<br />
'''ThunderClan''' "Let all cats old enough to catch their own prey gather here beneath the Highrock (or Highledge) for a Clan meeting".<br />
<br />
'''RiverClan''' "Let all cats old enough to swim gather to hear my words!".<br />
<br />
'''ShadowClan''' "Let all cats old enough to catch their own prey join here beneath the Clanrock (Pinebranch) for a meeting!"<br />
<br />
'''SkyClan'''"Let all cats old enough to catch their own prey join here beneath the Rockpile (Highroot, Tallrock, Tallstump) for a Clan meeting!"<br />
<br />
'''WindClan''' "Let all cats old enough to catch prey gather beneath Tallrock for a Clan meeting."<br />
<br />
Once having the attention of all cats, the leader passes the message or performs the required ceremony.<br />
<br />
==== Gathering ====<br />
A Gathering is a peaceful meeting of the Clans on the night of a full moon. As said in the warrior code, there is a truce, which forbids fighting during the Gathering. It is considered a great honor to be chosen by a Clan leader to go to a Gathering. In the forest, this meeting was held at Fourtrees, while at the lake, this place has been moved to the island. In SkyClan's gorge, Gatherings were held on Skyrock.<br />
<br />
;Purpose<br />
On Gatherings, Clan leaders announce current affairs and significant events within their respective Clans, such as the appointment of new apprentices, warriors, and deputies, the deaths and births of cats, and the retirement of cats. They also use this time, if necessary, to ask for help from others.<br />
<br />
Warriors use this chance to meet their friends from other Clans and exchange information and stories. Many cats will use a Gathering to try to determine the strength and weakness of another Clan.<br />
<br />
Clan leaders hold Gatherings to share news with the other Clans, or to discuss changes to Clan life, such as additions to the warrior code or new customs, or threats that affect all the Clans.<br />
<br />
Gatherings are meant for meeting new cats, but not to share Clan weaknesses and strengths.<br />
<br />
;Procedure<br />
The Gathering is held on the night of the full moon because it is the only time that the moon is bright enough to see everything and everyone. If clouds cover the moon for days leading up to the Gathering, that moon's Gathering will be skipped. The leader, the deputy, the medicine cat and their apprentice, if they have one, several warriors, apprentices, queens, and elders participate from each Clan. If a leader cannot attend, the deputy will speak on behalf of their Clan.<br />
<br />
Once arrived at the Gathering territory, the leaders sit on a designated high spot along with the other leaders where they can be seen and heard well while talking to the warriors and to each other. Deputies sit close by. A yowl by a Clan leader is the signal to start the meeting. It is considered to be disrespectful if any other cat speaks from atop the leader's spot, unless specifically asked. As decreed by StarClan, the nights of the Gatherings are a time of peace. If there is any violence, StarClan sends a cloud to cover the moon signifying their displeasure; usually the Gathering ends if this happens. After the leaders finish sharing their news, the Clans often mingle or share-tongues before leaving.<br />
<br />
A Gathering can happen at anytime in case of an emergency.<br />
<br />
;Areas<br />
Fourtrees:<br />
*Leaders on the Great Rock.<br />
*Deputies at the base of the rock.<br />
*Medicine cats at the edge of the rock.<br />
*Everyone else in a clearing beneath the four trees.<br />
Island:<br />
*Leaders in the branches of the Great Oak.<br />
*Deputies at the roots of the tree.<br />
*Medicine cats at the roots of the tree.<br />
*Everyone else in the clearing.<br />
Skyrock:<br />
*Leader on a boulder near the cliff.<br />
*Deputy next to their leader.<br />
*Everyone else on the Skyrock. Senior warriors get priority.<br />
*The young, old, or injured sit on the trail across from the gap.<br />
<br />
====Mates====<br />
;Taking a mate<br />
Two cats are usually considered mates after spending some time together, being seen sharing tongues often, and after some kind of confession of love, or asking them if they would like to be mates. Usually when cats are apprentices or warriors, they will show some sort of affection toward a certain cat. Clan cats usually take a mate from the same Clan, although there are examples of pairings from different Clans or groups. However, sometimes cats from different Clans will mate secretly despite it being against the warrior code. It is not unusual for a cat to have more than one mate in their life but not at the same time. After a while, if they stop showing affection, or if their mate dies, they will usually take on a new mate. Breaking up is fairly rare, but can happen.<br />
<br />
Medicine cats, either male or female, are not allowed to take mates, in order to be fully dedicated to their medicine cat duties.<br />
<br />
====Patrol====<br />
Patrols are organized groups, usually consisting of three or more warriors and often their apprentices (if any of the warriors happen to have one) monitoring a specific area or to carry out a specific task, such as hunting or scouting.<br />
<br />
;Border patrol<br />
All Clans are expected to check and mark their boundaries daily, challenging all trespassers, as decreed by the warrior code. This is done by border patrols. Usually, Clans patrol their borders two times a day: at dawn and at sunset, unless more are needed due to danger or threats such as rogues, foxes, or badgers.<br />
<br />
The Clan deputy assigns warriors to lead border patrols, and the patrol leaders choose which cats they wish to take with them. Upon returning to the camp, the patrol leaders report to the Clan deputy, who, in turn, reports to the Clan leader.<br />
<br />
;Hunting patrol<br />
Hunting patrols are groups of cats who hunt for prey to bring back to the camp for their Clan to eat. Several hunting parties are organized each day. Deputies ensure that hunting patrols have been organized and are out and about in order for the Clan to eat, but these patrols are not always appointed by the deputy, and do not take place at a specific time; any warrior can go on a hunting patrol at any time of the day, or even hunt by themselves. Cats are not allowed to eat while on a hunting patrol (unlike those who are on a border patrol).<br />
<br />
;Search patrol<br />
Warriors can be assigned the task to find a missing cat (for instance, a kit or apprentice who wandered away from the camp) or to look for information.<br />
<br />
;Journey patrol<br />
Warriors, apprentices, and sometimes medicine cats can be assigned on a journey patrol, normally to interact with other groups like the Tribe of Rushing Water or The Sisters.<br />
<br />
;Message patrol<br />
If a message or question to another Clan is too urgent to wait until the next Gathering, a party can be appointed to bring it to the other Clan's leader. Usually only a few warriors are sent, so they would not be mistaken for a raiding party. They wait at the border until a border patrol from the rival Clan comes to escort them to the camp to speak with their leader.<br />
<br />
;Water patrol<br />
Water patrols are made up of warriors who carry water to the cats staying in the camp (such as queens and elders) during a drought, when the water needs to be fetched from a large distance away. They use bundles of moss to carry it.<br />
<br />
===Ceremony===<br />
==== Apprentice Ceremony ====<br />
;Process<br />
When a kit turns six moons old, they are ready to become an apprentice. Until this time, their name ends with the "-kit" suffix. When a kit becomes an apprentice, their name is changed so that the suffix of their name becomes "-paw", showing the path that their paws are now on.<br />
<br />
;Apprentice ceremony<br />
The Clan leader calls a Clan meeting to appoint a new apprentice and assign a mentor to them. The following words are used, by tradition:<br />
<br />
Leader: (kit's name), you have reached the age of six moons, and it is time for you to be apprenticed. From this day on, until you receive your warrior name, you will be known as (new name, ending with the suffix "paw"). Your mentor will be (name of warrior or medicine cat). I hope (name of warrior or medicine cat) will pass down all he/she knows on to you.<br />
<br />
The leader calls up the warrior he/she has chosen as a mentor.<br />
<br />
Leader: (name of warrior or medicine cat), you are ready to take on an apprentice. You have received excellent training from (former mentor), and you have shown yourself to be (quality) and (quality). You will be the mentor of (apprentice), and I expect you to pass on all you know to (apprentice).<br />
<br />
The mentor touches noses with the apprentice, and the Clan greets the new apprentice by calling out their name. After this, the apprentice will usually go greet their family, or go see their mentor.<br />
<br />
;Medicine cat apprentice ceremony<br />
The leader calls a Clan meeting, after the Clan's medicine cat announces that they wish to mentor an apprentice. After their ceremony, the mentor touches noses with the apprentice, and the Clan greets the new apprentice.<br />
<br />
;At the Moonstone/Moonpool<br />
At the next half moon, the medicine cat goes with the apprentice to the Clans' sacred place to present them to the warrior ancestors, where the apprentice confirms their wish to be a medicine cat. The following words are used, by tradition:<br />
<br />
Medicine cat: (Apprentice), is it your wish to enter the mysteries of StarClan as a medicine cat?<br />
<br />
Apprentice: It is.<br />
<br />
Medicine cat: Then come forward.<br />
<br />
Medicine cat: Warriors of StarClan, I present you with this apprentice. They have chosen the path of a medicine cat. Grant them your wisdom and insight so that they may understand your ways and heal their Clan in accordance with your will.<br />
<br />
The medicine cat apprentice touches their nose to the Moonstone or drinks from the Moonpool. Then the medicine cat and the apprentice lay down and have a dream from StarClan.<br />
<br />
====Deputy Ceremony====<br />
A deputy ceremony is when a Clan leader names the Clan's new deputy. This happens when the previous deputy dies, retires, is exiled, or is promoted to leader. According to the warrior code, a new deputy must be appointed before moonhigh (midnight) that day.<br />
<br />
;Process<br />
The leader calls a Clan meeting, and performs the ceremony by announcing these words:<br />
<br />
Leader: I say these words before StarClan, so that the spirits of our warrior ancestors (or former deputy name) may hear and approve of my choice. The new deputy of (Clan) is (warrior's name).<br />
<br />
;Exceptions<br />
Occasionally, a Clan leader does not announce the new deputy before moonhigh. This can be because they are physically or emotionally unwell, or they are unsure whether the previous deputy is alive. If the ceremony is not performed in time, it can sometimes be seen as a bad omen.<br />
<br />
If the deputy dies in battle, the Clan leader might choose to appoint the new deputy whilst still fighting, instead of waiting to return to the camp.<br />
<br />
==== Elder Ceremony ====<br />
An aging warrior, queen, or medicine cat may retire as an elder due to own initiative, when they feel they cannot help the Clan efficiently any more.] A cat may also retire if they are hindered from serving their Clan through old age, illness (Tawnyspots), or injury (Stonepelt). They report this to the Clan leader, who calls a Clan meeting and addresses the warrior.<br />
<br />
;Process<br />
Leader: ...Is it your wish to give up the name of a warrior and go to join the elders?<br />
<br />
Clan member: It is.<br />
<br />
Leader: Your Clan honors you and all the service you have given to us. I call upon StarClan to give you many moons of rest.<br />
<br />
The Clan will call out the retired warrior's name and then they will go to the elder's den. An elder may receive a completely different name, with a {{inpage|Name Changing Ceremony}}, than keeping their warrior name.<br />
<br />
==== Leadership Ceremony ====<br />
;Process<br />
The new leader goes to the Moonstone (or Moonpool) with the Clan's medicine cat. After touching the stone (or drinking from the pool), the new leader cannot move for a short period of time, because their old life is being ripped away so they can receive nine new ones. Upon awakening, cats of StarClan come down from Silverpelt (milky way in the night sky). Nine cats, normally ones who were significant during the new leader's life or the Clan's history, although this is not always the case, give them their nine lives with these words:<br />
<br />
Life giver: (Touches nose to the top of the new leader's head) With this life, I give you (gift). Use it well (to, in, as, for, etc.) (use of gift).<br />
<br />
When all of the lives have been given, normally the previous leader says these words:<br />
<br />
Previous leader: I hail you by your new name, [original prefix]star. Your old life is no more. You have now received the nine lives of a leader, and StarClan grants you the guardianship of [the Clan they lead]. Defend it well; care for young and old; honor your ancestors and the traditions of the warrior code; live each life with pride and dignity.<br />
<br />
Often, after all the lives are given, the previous leader usually conducts the coronation for the new leader. However, sometimes the previous leader does not speak at the ceremony, or it is unknown if they are actually present, and another cat will conduct the coronation for the new leader - often the last cat to give them a life, but it also can be performed by the entirety of the amount of StarClan cats known to be present in the ceremony.<br />
<br />
Just as the forest-cats would call a warrior by their new name, the StarClan cats acclaim the new leader. After the ceremony, the new leader is not allowed to tell any cat what happened during the ceremony, with the exception of the medicine cat.<br />
<br />
Each of the lives normally give the new leader a great deal of pain as a sign to ready them for the hard work it normally will be to lead their Clan. However, certain lives, depending on the gift, do not cause pain and instead give the new leader a much better feeling.<br />
<br />
Getting nine lives does not necessarily mean that a leader will live longer, but they can survive certain accidents or injuries that would normally claim the life of a cat. However, they cannot survive if they have major injuries.<br />
<br />
If a leader no longer wishes to be the leader, they must go to the Moonstone/Moonpool to revoke all but one life, so their deputy may receive their full nine lives. If the old leader is still alive without retiring, the new leader receives 9 - the remaining lives of the old leader.<br />
<br />
In rare cases, a cat chosen to be leader that has already died may be taken to the Moonstone/Moonpool to be revived by StarClan. The revived cat only receives eight lives, as they had already used up one of their lives prior to the ceremony.<br />
<br />
;Gift<br />
During the leadership ceremony, nine gifts/lives are given to the new leader. Those gifts are virtues or traits that the leader might lack in or need more of and aims towards making their leadership fair to all cats they lead. In rare cases two or three gift is given from a single life. Loosing a life does not loose a gift. A gift are just wise suggestions of traits that the leader will need to lead their clan or improve on.<br />
<br />
====Medicine Cat Ceremony====<br />
Apprenticeship for medicine cats usually lasts much longer than those for warriors. The cat must learn about all available herbs and remedies, and the treatment of diseases and injuries.<br />
<br />
Once the Clan's medicine cat is satisfied with the apprentice's knowledge, they go to the Clans' sacred place (such as the Moonstone or Moonpool) or if the mentor is no longer fit or alive to continue their role. This is the only ceremony that is not performed by the Leader. The following words are used, by tradition:<br />
<br />
Medicine Cat: I, (name), medicine cat of (Clan), call upon my warrior ancestors to look down on this apprentice. (He/she) has trained hard to understand the ways of a medicine cat, and with your help (he/she) will serve (his/her) Clan for many moons. (Apprentice), do you promise to uphold the ways of a medicine cat, to stand apart from rivalry between Clan and Clan and to protect all cats equally, even at the cost of your life?<br />
<br />
Apprentice: I do.<br />
<br />
Medicine Cat: Then by the powers of StarClan I give you your true name as a medicine cat. (Apprentice), from this moment you will be known as (new name). StarClan honors your (virtues), and we welcome you as a full medicine cat of (Clan).<br />
<br />
The medicine cat rests their muzzle on the apprentice's head, and they lick the mentor's shoulder. The other medicine cats greet them by their new name.<br />
<br />
==== Name Changing Ceremony ====<br />
A name changing ceremony is an event in which a Clan cat gets their name changed. This change can happen because of injury, a wrong choice by a previous leader, or an individual's dislike of their current name. A Clan leader is the cat to perform this ceremony, as warriors generally do not choose their own names. The cat may suggest a the new name or request for the name to be changed.<br />
<br />
Names are important part of Clan culture. When a cat's name no longer portrays who they are, a Clan leader can perform a ceremony to change a cat's name to something different. The main cause of this ceremony is likely due to a life-changing injury, and is not always taken well by the cat being renamed or their family. Some cats have been known to embrace their new name and use it to their advantage, and not letting their name define them. This process is not always welcome in the Clan, and given that warriors do not choose their name, it is considered disrespectful to ask for a new name and to reject what the Clan leader has chosen for you. While a leader can compromise with a request to change a name, they do ultimately have the final say in what a cat's name will be due to Clan tradition.<br />
<br />
;Process<br />
A Clan leader calls for a Clan meeting,[10] and can use the following words to rename a cat by speaking to StarClan:<br />
<br />
Spirits of StarClan, you know every cat by name. I ask you now to take away the name from the cat you see before you, for it no longer stands for what [they are]. By my authority as Clan leader, and with the approval of our warrior ancestors, I give this cat a new name. From this moment on [they] will be known as (new name), for (description of the reason).<br />
<br />
==== Vigils ====<br />
For a new warrior, a vigil is something that they must perform after having received their warrior name. This process consists of staying awake the entire night and guarding the camp in complete silence. This event is also used to honor a fallen Clanmate. In this instance, a cat stays up all night to honor the memory of their Clanmate.<br />
<br />
;After Warrior Ceremony<br />
The most important thing that a new warrior can do, these kinds of vigils are to show a dedication to their Clan. This is considered part of the warrior code, and all new warriors are required to stay awake the entire night. It is generally considered bad to speak during their first vigil, unless in case of emergency. If this is the case, cats are to awaken their leader and then the warriors. New warriors are not permitted to eat during their vigil, but they are allowed to drink if they are thirsty. They guard the camp in silence, while the other Clan members have a good rest.<br />
<br />
New warriors are supposed to use this time to reflect about their new responsibilities and communicate with StarClan. A warrior's former mentor will let a new warrior know when their vigil is over, which is when the sun is up. Breaking this vow of silence is not something accepted by a Clan leader, and cats can be reprimanded for breaking the vow. It is taken very seriously by the entire Clan.<br />
<br />
;After a Cat's Death<br />
If a Clan cat dies, their body is taken to the center of the camp, and several of their Clanmates, usually the cat's family members and close friends join the vigil. If a cat's mentor is still alive, or if they had an apprentice, they will also sit vigil for them through the night. This is a way of sharing tongues for the last time before the elders and other important cats in the Clanmate's life, bury the cat in the morning. If a Clan is not able to sit vigil for their fallen the entire night, they sit for as long as they can.<br />
<br />
In the event of a death of a well-loved and respected Clan leader, sometimes multiple Clans will sit vigil for them. If a Clan is mourning their fallen Clanmates after a large battle, those most important to the fallen cats, such as mates and children, will also assist the elders in burying them.<br />
<br />
There can also be vigils for cats whose bodies cannot be found, or cats who have disappeared and are presumed decease. There is no burial, due to there not being a body, but the cats can still sit vigil and mourn their loss.<br />
<br />
==== Warrior Ceremony====<br />
An apprenticeship usually lasts six moons or more. Once a mentor is satisfied with their apprentice's progress and skills, they recommend them to the leader of the Clan. Then, the apprentice must pass an assessment, in which their abilities as a warrior are checked. In cases when the apprentice has just made an important contribution to the Clan, the leader may decide that there is no need for an assessment.<br />
<br />
;Process<br />
If the Clan leader is satisfied with the assessment, they call a Clan meeting and call the apprentice forward. The following words are used, by tradition:<br />
<br />
Leader: I, (Leader), leader of (Name)Clan, call upon my warrior ancestors to look down on this apprentice. They have trained hard to understand the ways of your noble code, and I commend them to you as a warrior in their turn.<br />
<br />
Leader: (Apprentice), do you promise to uphold the warrior code and to protect and defend your Clan, even at the cost of your life?<br />
<br />
Apprentice: I do.<br />
<br />
Leader: Then by the powers of StarClan, I give you your warrior name. (Apprentice), from this moment on you will be known as (new warrior name). StarClan honors your (virtues), and we welcome you as a full warrior of (Clan).<br />
<br />
The leader rests their muzzle on the apprentice's head, and the former apprentice licks the leader's shoulder. The rest of the Clan then greets the new warrior by calling them by their new name. The warrior will sit a silent {{inpage|vigil}} guarding the camp that night, unless that is not possible or if the cat is injured.<br />
<br />
Occasionally, these extra lines are added at the beginning:<br />
<br />
Leader: (Mentor), has your apprentice, (apprentice), learned the skills of a warrior? Do they understand the importance of the warrior code?<br />
<br />
Mentor: They have.<br />
<br />
This is only used in some cases, though not under specific circumstances. Usually, it depends on what the leader feels like saying, or how the leader has been taught the ceremony goes.<br />
<br />
;Virtues<br />
During the apprentice's warrior ceremony, two major virtues of the apprentice are listed; the first is usually courage. <br />
<br />
;Dying Apprentice Ceremony<br />
When an apprentice is on the verge of death and has proven themself to be worthy of a warrior name, there is a special ceremony used so that the apprentice may take a warrior name to StarClan.<br />
<br />
Leader: I ask my warrior ancestors to look down on this apprentice. [They] have learned the warrior code and given up [their] life in the service of [their] Clan. Let StarClan receive [them] as a warrior. [They] will be known as (new name). Let StarClan receive [them] by the name of (new name).<br />
<br />
The leader then touches their nose to the new warrior's head.<br />
<br />
===Dark Forest (Place of No Stars)===<br />
"Tchah! Why would you want to go to StarClan? That place is full of old weak-willed cowards who clung to the warrior code like ants to a leaf in a puddle."<br />
<br />
— Mapleshade<br />
<br />
;Specialty<br />
Dirty and very deadly fighting style that is blend of all clan's fighting styles<br />
<br />
;Favored Terrain<br />
Starless forest<br />
<br />
;Prey<br />
There is no life in this place<br />
<br />
;Trope and Facts<br />
Limitless Hatred: They are willing to do everything in their power to end the clans<br />
<br />
Deader than Dead: It is possible for a Dark Forest cat to be killed a second time. Where they go to after they disappear, no cat knows.<br />
<br />
Dream Weaver: Dark Forest cats can go into the dreams of living cats to speak or train with them.<br />
<br />
Cunning Villains: They make big plots to extract their revenge. Plots so big that the good guys eventually figure it out.<br />
<br />
Cats Are Magic: StarClan cats can enter living cats' dreams, influence real-world events by creating omens, and even enter the physical world from time to time.<br />
<br />
Remember the Dead: Spirits stay in StarClan or the Dark Forest until they become completely forgotten by all other cats (dead or alive). Once they're forgotten, they fade. <br />
<br />
===RiverClan===<br />
"This is a Clan unlike any other—a Clan with all the strength, brilliance, and beauty of water. Welcome to RiverClan. I am Leopardstar, the leader here. Can you hear the river? In its flowing current you can see what makes us the greatest Clan in the forest. Nothing can stand against the forces of water, just like nothing can defeat RiverClan warriors when we rise up together. But when trouble comes, RiverClan knows how to weave through the dangers, adapting to the changed world just as the river flows around rocks and over waterfalls. We are grace. We are power. We are RiverClan."<br />
<br />
—Leopardstar<br />
<br />
RiverClan cats are known for their amazing skill at fishing and love for the water. They also love beautiful things and are known to collect rocks, shells, and feathers to decorate their dens. They are contented, sleek, well-fed cats with well-groomed fur. They are known to be clever and graceful but are perceived outside their Clan as being stubborn and lazy. Their long fur and glossy coats are an asset while swimming. RiverClan gets by in leaf-bare (winter) because, according to other Clans, they fatten themselves on fish during greenleaf (summer) in preparation for leaf-bare. Sometimes other Clan cats call them "fish-faces", or "fish-breath". They are quite strong swimmers and move through the water as if they are part of it. Their lightning reflexes help them scoop fish from the bank. RiverClan cats often go well-fed, even during leaf-bare, and their sleek and handsome pelts are often something Twolegs are attracted to. Many Twolegs see this, and often take these cats to live in their homes, although RiverClan keeps quiet about it because many of those cats do not come back.<br />
<br />
;Specialty<br />
Swimming, water combat<br />
<br />
;Favored Terrain<br />
Wetland, or shores of lakes, rivers, and streams.<br />
<br />
;Prey<br />
They eat mainly fish, but they also eat water voles, shrews, and mice. RiverClan cats dislike adding birds to their fresh-kill (food) pile.<br />
<br />
;Trope and Facts<br />
Aloof Ally: In a crisis situation, RiverClan's first priority is the safety and well-being of their own cats. Even in peacetime, they sometimes ignore the problems of other Clans. However, they will help other Clans on occasion without being asked.<br />
<br />
Arch-Enemy: They have the worst relationship with Twolegs, who routinely poison their river with garbage, drive away the fish with their loud antics, and even steal RiverClan cats to keep them as kittypets.<br />
<br />
The Beautiful Elite: RiverClan cats are noted to be very beautiful, with sleek and glossy pelts. Unfortunately, this trait also makes them vulnerable to being stolen by Twolegs who want to keep them as kittypets.<br />
<br />
Ooo, Shiny: RiverClan like to collect and decorate with pretty objects.<br />
<br />
Crippling Overspecialization: In the forest, the river in their territory is the easiest source of prey, but this also means they go hungry when something prevents them from taking prey from the river, such as newleaf floods, the water freezing over, or Twolegs poisoning the fish.<br />
<br />
Dark Secret: Many RiverClan cats have been stolen by Twolegs to be kept as kittypets because of their beautiful pelts. RiverClan has never told any other Clan about this, because very few of the stolen cats ever returned.<br />
<br />
Does Not Like Spam:They generally avoid mammalian prey like mice, squirrels, and rats, only eating it when they're desperate.<br />
<br />
Forever War: In the forest, RiverClan and ThunderClan constantly fought over the rights to Sunningrocks. The argument only ended when the Clans were driven out of the forest territories.<br />
<br />
Theme Naming: Many RiverClan cats have names related to water<br />
<br />
===ShadowClan===<br />
"Greetings. I am Blackstar. You must be brave indeed, to approach the territory of ShadowClan. Few are welcome here, in our world of secrets and darkness. We are a Clan of cunning and cleverness, a Clan well suited to the shadows and the cold north wind. No other Clan can walk the paths of night like we do. Other Clans may be faster and stronger, but we are the most dangerous warriors: fierce, proud, and independent. We are ruthlessly willing to do whatever it takes to protect our great Clan. There won't be any softhearted alliances here! ShadowClan will always be the dark heart of the forest."<br />
<br />
—Blackstar<br />
<br />
ShadowClan are proud, loyal, defensive, and slightly arrogant. They often seem to be misunderstood and said by the other Clans as battle-hungry, aggressive, ambitious, and greedy for more territory. It was often told when the Clans were in the forest, that the cold north wind of the mountains chilled the ShadowClan warriors' hearts. ShadowClan has the smallest amount of territory and prey, which may justify their willingness to add anything to the fresh-kill (food) pile. Even though their fierce warriors and hostile leaders gave ShadowClan its reputation, not all of their leaders are unfair and cruel. When ShadowClan lived in the old forest, their secret food source was the carrionplace (garbage dump), though they were careful not to eat crow-food (rotten). ShadowClan cats hunt best at night and are better than others at sneaking through undergrowth. In battle, ShadowClan cats use shadows as an advantage to fighting<br />
<br />
;Specialty<br />
Remain effective in darkness or in light. Stealth<br />
<br />
;Favored Terrain<br />
marshlands and pines forest<br />
<br />
;Prey<br />
Their main prey is reptiles and amphibians, such as lizards and frogs. They also hunt rats from this area when prey is scarce. All of these food are disgusting to all other clans.<br />
<br />
;Trope and Facts<br />
<br />
Blood Knight: They have a great hunger for battle and will readily fight to defend their territory.<br />
<br />
Cats Are Mean: The Clan of cats with the darkest reputation, bar none.<br />
<br />
Combat Pragmatist: ShadowClan cats aren't afraid to fight dirty in order to win.<br />
<br />
Dark Is Evil: This Clan has produced many vile cats who have killed many in their quests for power...<br />
<br />
Dark Is Not Evil: ...but at the end of the day, most ShadowClan cats are just like any other Clan warriors, fighting to survive and keep their Clan alive.<br />
<br />
The Dreaded: Feared by all the Clans, thanks to their bloodstained history and reputation as cold-hearted killers.<br />
<br />
Evil Is Not Well-Lit: Their territories are the least rich in prey, so they became skilled at hunting during the night.<br />
<br />
Grim Up North: Normally thought to be the most "evil" Clan, they live in the northernmost territory.<br />
<br />
Mercy Kill: ShadowClan medicine cats use deathberries to kill uncurable cats in great pain.<br />
<br />
===SkyClan===<br />
"We are strong, skillful, and more honorable than any of the five Clans of the forest."<br />
<br />
— Cloudstar<br />
<br />
SkyClan is strongly built hind legs which allow them to jump great heights or distances inherited from their ancestors, ancient SkyClan. They have rough, hard gray pads which help them to jump and walk long distances on hard, rough surfaces without breaking skin, which makes them infected. This feature allows them to climb and hunt in the trees, hence the name SkyClan.<br />
<br />
;Specialty<br />
Climbing, jumping, and tree based combat<br />
<br />
;Favored Terrain<br />
Forest<br />
<br />
;Prey<br />
Eating mainly squirrels, mice, voles, and many kinds of birds.<br />
<br />
;Trope and Facts<br />
Unperson: After their exile from the forest, the other Clans ceased talking about SkyClan entirely out of shame for what they'd done. Since the Clans have no written records, only oral tradition, this meant that SkyClan was eventually forgotten by the later generations and had no trace of their existence left.<br />
<br />
Fear of Rats: After experiencing what rats can be with an evil rat leader, most SkyClan fear rats<br />
<br />
===StarClan===<br />
"I am Lionheart. I was a ThunderClan warrior. In a fierce battle, I died defending my Clan. Now I belong to StarClan, a Clan of the spirits of our warrior ancestors. Yes, you are dreaming. We often walk in the dreams of those we watch. Don't be afraid. I know it looks like a land of mist and shadow, but I promise there is enough light to warm the darkest of hearts. From here, we watch over the Clans we have left behind."<br />
<br />
—Lionheart<br />
<br />
;Specialty<br />
Guiding the living cats<br />
<br />
;Favored Terrain<br />
Silverybelt (milky way)<br />
<br />
;Prey<br />
Anything the desire<br />
<br />
;Trope and Facts<br />
Afterlife Welcome: It is tradition for a deceased cat to be guided to StarClan by a loved one, often either a close relative or a deceased mate. The guide is not always someone they knew in life.<br />
<br />
Cats Are Magic: StarClan cats can enter living cats' dreams, influence real-world events by creating omens, and even enter the physical world from time to time.<br />
<br />
Celestial Body: StarClan cats leave starry paw prints when they walk, their eyes shine like stars, and their pelts glow with a strange light that makes them look like they have stars in their fur.<br />
<br />
Cessation of Existence: When a StarClan or Dark Forest cat is completely forgotten by living cats, they gradually fade away into nothing. However, if either receives an injury that, in life, would be fatal, they just disappear instantly.<br />
<br />
Cryptic Conversation: For no discernible reason, they're often cryptic when speaking to or giving prophecies to the Clans.<br />
<br />
Deader than Dead: It is possible for a StarClan cat to be killed a second time. Where they go to after they disappear, no cat knows.<br />
<br />
Dream Weaver: StarClan cats can go into the dreams of living cats to speak with them.<br />
<br />
The Ferryman: This role is shared by all of StarClan. They pick one of their warriors to guide a dying cat to them, usually one who was important in the cat's life.<br />
Fluffy Cloud Heaven: Their hunting grounds are a warm and sunny place where there is lots of prey to eat.<br />
<br />
Healthy in Heaven: After joining StarClan, a cat will be healed of any injuries or sickness they had in life.<br />
<br />
Heaven Above: StarClan is said to be located within the collection of stars above, locally known as Silverpelt, which humans would call the Milky Way.<br />
<br />
Hypocrite: Despite their revered and self-proclaimed nobility, StarClan sometimes shows severe double-standards, especially about who they let into their ranks.<br />
<br />
No Animosity in the Afterlife: The Clans all have an intense territorial rivalry with one another. However, all borders break down when they die and join StarClan, living together in peace.<br />
<br />
Not-So-Omniscient Council of Bickering: They're supposed to watch over and guide the Clans.<br />
<br />
Leaderless: They do not have a leader<br />
<br />
Remember the Dead: Spirits stay in StarClan or the Dark Forest until they become completely forgotten by all other cats (dead or alive). Once they're forgotten, they fade. <br />
<br />
Spirit Advisor: StarClan cats serve this role, guiding their former Clans and cats in it that they cared about.<br />
<br />
Stars Are Souls: Every star in the night sky is said to be the spirit of a StarClan cat.<br />
<br />
The Watcher: StarClan very pointedly state that they give advice, and watch over the living cats, but they do not interfere directly.<br />
<br />
===ThunderClan===<br />
"I am Firestar. Welcome to ThunderClan—the Clan of courage and loyalty. I was not a forest-born cat, but ThunderClan welcomed me, and once I proved myself as a warrior, they grew to respect me. I have risen to become their leader, and I would lay down all nine of my lives for my Clan, just as my Clanmates would lay down their lives for me and for each other. There is no other Clan in the forest so true or so brave. I respect and admire the other Clans, but my heart is here, with ThunderClan—the Clan of heroes, the Clan of compassion, the Clan of destiny."<br />
<br />
—Firestar<br />
<br />
ThunderClan is a mainly peaceful Clan, and respectful of the other Clans as well. In battle, ThunderClan is fierce, courageous, and loyal. They are known to often take loners and kittypets into their Clan to either swell their ranks or because the cat is in need of help or shelter. For this, they are at times looked down upon by other Clans and thought of as weak. They have excellent stalking techniques, creeping across the forest floor. ThunderClan cats are noted to be especially strong. <br />
<br />
;Specialty<br />
Quick ambushes and fighting in dense terrain<br />
<br />
;Favored Terrain<br />
deciduous woodland<br />
<br />
;Prey<br />
The Clan's main prey are mice, voles, squirrels, and the occasional rabbit, as well as birds such as starlings, magpies, wood pigeons, blackbirds, and thrushes.<br />
<br />
;Trope and Facts<br />
Enemy Mine: ThunderClan are quite willing to work with the other Clans are common threats<br />
<br />
Forever War: In the forest, ThunderClan and RiverClan constantly fought over the rights to Sunningrocks. The argument only ended when the Clans were driven out of the forest territories.<br />
<br />
The Hero: ThunderClan are often portrayed as the noblest and most just of the Clans.<br />
<br />
No Good Deed Goes Unpunished: They are known to be companionate, to a fault.<br />
<br />
Screw the Rules, I'm Doing What's Right!: Of the four Clans, ThunderClan cats are the most likely to break the rules if they feel it's necessary to do the right thing.<br />
<br />
===WarriorClan===<br />
"Yes, we're WarriorClan. Clan cats have lived on this territory for seasons. You must either submit to our authority, or face our wrath!"<br />
— Monkeystar <br />
<br />
WarriorClan is an unofficial Clan created by some adventurous kittypets from the local Twolegplace to honor the four warrior Clans that resided in the old forest territories previously. Graystripe comes across WarriorClan in the old RiverClan territories. They are in awe of being in the presence of a real life warrior cat. Graystripe teaches them some basic hunting and fighting skills upon their request, which they promise to practice. With his help, they become closer to becoming a real clan.<br />
<br />
;Specialty<br />
Balancing between Kittypet/Loner life and clan life.<br />
<br />
;Favored Terrain<br />
River and Twoleg village<br />
<br />
;Prey<br />
Kittypet food, fish, and birds<br />
<br />
;Trope and Facts<br />
Unofficial Clan: None of the clans are aware of WarriorClan's existence.<br />
<br />
Easy Life: Without hostile cats and dangerous wild animals, they never need to fight for their lives.<br />
<br />
Fake it until you Make it: WarriorClan pretended to be a real clan until GrayStripe, a ThunderClan cat, show them the ropes.<br />
<br />
Clan Fan: They are big fans of the other clans.<br />
<br />
Brand New Clan: They are still working on traditions and ideas. They are open to new ideas to test them out.<br />
<br />
===WindClan===<br />
"Welcome. I am Tallstar, and this is WindClan—a Clan that has known great suffering, but always survives. We are the fleet-footed warriors of the moor, the fastest Clan in the forest. We have struggled through terrible hardship, but we never give up. I know the other Clans sometimes see us as weak...but the truth is, they could not last a moon in the broad, open spaces we live in, chasing rabbits for prey. We are the closest Clan to StarClan, spiritually and physically, and we always know our warrior ancestors are watching over us. That is what makes us strong. No matter what trials we must endure, WindClan will last forever."<br />
<br />
—Tallstar<br />
<br />
WindClan cats are known for their love of open spaces. They are small and wiry compared to the other Clans. Of all four Clans, they are the least used to wet ground, preferring the grassy ground of the moors, which they sleep on. They do not like to sleep in the shelter of dens because they prefer the fresh air. They are fiercely loyal and tough. They can also be nervous and quick to flee, due to lack of cover on the moor. In the old forest home, they took pride in being the closest Clan to the Moonstone, where the leaders and medicine cats went to share tongues with StarClan, and they often find themselves blessed to be the closest Clan to StarClan, both physically and spiritually since they do not live in an environment surrounded by trees or many shrubs that block their view of Silverpelt (Milky Way). They are considered the fastest of the Clan cats, and are considered to be the most quick witted amongst the other Clans. They are also the easiest to be offended and are the least likely to start battles between other Clans. The pelts of WindClan favor shades of gray and brown, perhaps as a natural outgrowth of the camouflage those colors provide, but there has been many other shades before.<br />
<br />
;Specialty<br />
Running and tunnel navigation<br />
<br />
;Favored Terrain<br />
Moor<br />
<br />
;Prey<br />
Their main prey of hares and rabbits.<br />
<br />
;Trope and Facts<br />
Martial Pacifist: They have a reputation for being a peaceful Clan, unlikely to invade another Clan's territory for food or power. But they will fight hard to defend their territory and their Clanmates, just like any other Clan.<br />
<br />
Beware the Nice Ones: Despite their peaceful reputation, they can become a very dangerous enemy when provoked<br />
<br />
Small and Weak: They're often considered weak by the other Clans, due to the vulnerability that comes from living out in the open.<br />
<br />
Cowardly Lion: More often than not, WindClan cats are believed to be scrawny weaklings compared to the cats of other Clans due to their light frames and running abilities. However, WindClan has shown more times than one to be just as fierce as anyone else.<br />
<br />
The Determinator: Despite all the hardships they go through, they grit their teeth and keep on going<br />
<br />
Do You Trust Me?: They don't trust outsiders easily—or sometimes, even their own Clanmates<br />
<br />
I Fight for the Strongest Side!: In times of crisis, their strategy is to form alliances with whatever Clan is strongest at the moment, in order to protect themselves. Whatever their enemies say, this farsightedness is a strength, and it is a mistake to think WindClan cats are ever truly loyal to any but their own Clan.<br />
<br />
Pals with Jesus: WindClan is thought to be the closest Clan to StarClan, because they live on an open hill under the night sky. The first medicine cat, Mothflight, was also of WindClan.<br />
<br />
Cat and Water don't Mix: They dislike being wet more than most cats<br />
<br />
Theme Naming: Many WindClan cats are named after types of birds or have bird-related names.<br />
<br />
==Tribe of Rushing==<br />
The Tribe of Rushing Water is a group of mountain cats. Tribe Cats are mostly smaller and leaner than Clan cats, and smear their fur with mud to camouflage them, blending in with the rocks. It also helps them to keep warm at higher altitudes, and can be a coating. Their camp is located at the end of a rocky path that leads behind the waterfall, screening them from the outside. The cave, which burrows under the mountain, is as wide as the waterfall, and has narrow passages that lead off on either side. <br />
<br />
===Traditions===<br />
====Single Meal====<br />
Tribe only eats one meal per day. Prey Sharing is when one cat take a bite of the prey and pass it to the next cat.<br />
<br />
====Born to the Role====<br />
The Teller of Stones (leader and healer) decides if a cat becomes a prey-hunter or cave-guard based on their appearance when they are born. Very rare for a cat to switch their role.<br />
<br />
===Ceremonies===<br />
Similar to clan's ceremonies as they share the same traditional root.<br />
<br />
===Aspects===<br />
;Specialty<br />
Mountain survival and camoflage.<br />
<br />
;Favored Terrain<br />
Mountain<br />
<br />
;Prey<br />
Mostly bird but sometimes mice and small mountain animals.<br />
<br />
;Trope and Facts<br />
Line-of-Sight Name: Tribe cats are named for the first name their mother sees when they are born.<br />
<br />
Only Known by Their Nickname: Justified, because their full names are simply too much of a mouthful to say on a regular basis.<br />
<br />
==Others==<br />
=== BloodClan ===<br />
"Look around you! These cats are bathed in blood. It soaks their fur and laps at their paws. This is why we survive! We are BLOODCLAN!"<br />
— Scourge<br />
<br />
BloodClan are a large group of alley cats who live together in Twolegplace for mutual protection. Within Twolegplace, they have a meeting spot where the leader addresses them. This area is located beside a row of monster dens and is protected by tall buildings. BloodClan also uses monster (car) dens as shelter and as places for Clan meetings.<br />
<br />
These cats are a Clan in name only, lacking the belief in both the warrior code and StarClan, as shown with the Clans. Despite this, they clearly follow their leader's word and fights for leadership are not uncommon within the group. They have no medicine cat and kits are mentored by their mothers until they are of age, then, they are forced to rely on BloodClan's support. Sick cats or elders are left to fend for themselves, with no support due to the group's mentality of "kill or be killed". BloodClan cats are also known to wear collars studded with dog and cat teeth. It is thought that they wear these ornaments as trophies<br />
<br />
;Kill or be Killed<br />
They focus on strength above all. Being temporary weak from injury or sickness? Out of the clan. Anyone can fight the leader for leadership.<br />
<br />
;Teeth Collar<br />
They wear a collar made from dog and cat teeth.<br />
<br />
;Dog Hunter<br />
They are so good at combat that they can hunt down dogs.<br />
<br />
;Specialty<br />
Sacrifice their own life force to deal extra damage<br />
<br />
;Favored Terrain<br />
Twoleg Village<br />
<br />
;Prey<br />
Twoleg's garbage<br />
<br />
;Trope and Facts<br />
Blood Thirsty: If they see a weaker creature, they will attack and kill it.<br />
<br />
Strength is Power: They willing to do anything for power, even risking their own life.<br />
<br />
Fearless: They only fear creatures strong than them. That has not been found, yet.<br />
<br />
===Guardian===<br />
"We don't all dream of being a warrior. We're healers, not fighters, and we managed to live in peace before you arrived. Not every argument needs to be settled with claws."<br />
<br />
— Fierce<br />
<br />
The guardian cats live in an urban area in the basement of a church-like building. They take in and treat sick cats and are generally peaceful. They are all equals and do not have a ranking system. All cats share responsibilities evenly. Cats with permanent injuries stick around forever<br />
<br />
;Divided Roles<br />
Like Tribe of Rushing Water, cats are split into different roles: hunt, guard, and heal. Cats can be in multiple roles.<br />
<br />
;Specialty<br />
Treatment expert<br />
<br />
;Favored Terrain<br />
Twoleg Village<br />
<br />
;Prey<br />
Twoleg garbage<br />
<br />
;Trope and Facts<br />
Heal, not Harm: They look for ways to avoid fights. They even heal their enemies.<br />
<br />
Battle Peacekeepers: While they avoid battle, they can hold their own in fights.<br />
<br />
Equality: Each cat is equal. They don't have a leader.<br />
<br />
Open Door: Any cat can come in to be treated or visit<br />
<br />
Good Samaritan: The guardian cats are essentially this; they take in injured and weak cats from the city and care for them, not asking for anything in return.<br />
<br />
===Kin===<br />
"You can save your sympathy. I don't need it. I have a family now. These are my Kin."<br />
<br />
— Darktail <br />
<br />
The Kin is a band of rogues who don't believe in the warrior code and are not considered a Clan. They appear to have no medicine cat but know what several herbs are and what they do. They are ruthless and attempt to copy the Clans' ways of life. They lived near the ShadowClan border, and while they are close to the Clans, their way of life is vastly different. They live off fear, and only the strongest cats can survive. Weakness is not tolerated in any way, and those they consider weak do not last long.<br />
<br />
;Specialty<br />
Combat expert<br />
<br />
;Favored Terrain<br />
none<br />
<br />
;Prey<br />
none<br />
<br />
;Trope and Facts<br />
Rule by Fear: They control their group though fear and brutality.<br />
<br />
Poisoned Apple: They are good at appearing to be friendly to new cats, until they take the bait.<br />
<br />
Dishonorable: Kin purposely dishonor the enemy's traditions.<br />
<br />
Great Evil: Kin will do evil deeds because it better than good deeds.<br />
<br />
===Kittypet===<br />
"I know all about being a kittypet, and it's not as easy as you think. You only eat when the Twolegs give you food. You only go in and out when the Twolegs say you can. Is that what you really want? And then there's the Cutter."<br />
<br />
— Macgyver <br />
<br />
Kittypets, also known as everkits, are looked after and pampered by Twolegs. Many are plump because Twolegs feed them several times daily with dry, tasteless pellets that look like rabbit droppings and soft slop, according to Clan cats. They are soft-muscled and know very little about the arts of fighting and hunting (with notable exceptions). At a certain age, they are taken to be neutered or spayed by the veterinarian, who is otherwise known to the Clan cats as the Cutter. After this visit, they usually become lazy and have no desire to do much.<br />
<br />
;Specialty<br />
Twoleg expert<br />
<br />
;Favored Terrain<br />
Twoleg Nest and backyard<br />
<br />
;Prey<br />
Twoleg feed<br />
<br />
=== Sisterhood ===<br />
"Our ancestors were kittypets, as you call them. All the Sisters are descended from den-bound cats. Our first Mothers were one family."<br />
<br />
— Moonlight<br />
<br />
The Sisters are descended from a single kittypet family, and as such, retain much of the physical appearances as their ancestors; notably having long, thick, and sleek fur, as well as being large and well-muscled. The Sisters are much larger and stronger than the average Clan cat. All members of the Sisters and cats descended from them, can communicate with ghost cats.<br />
<br />
The Sisters appeal more to the she-cats of the group. The leader of the Sisters is always a she-cat, as none of the toms stay past kittenhood. The cats of the group tend to call the older she-cats "Mother" even if not biologically related; cats of similar age often call each other "Sister", or "Sisters", while the toms are simply referred to by name only. While there is a leader, some she-cats, tend to also take on a leadership role but are never outright called a leader, acting as a second in command of sorts.<br />
<br />
;Favored Terrain<br />
None<br />
<br />
;Prey<br />
None<br />
<br />
;Trope and Facts<br />
Nomads: They are constantly moving<br />
<br />
Girl Power: Female rule this Sisterhood<br />
<br />
Girls only: only females are in Sisterhood<br />
<br />
I See Dead People: Sisterhood can see and talk with the dead.<br />
<br />
Big Ones: Sisterhood are the biggest cats around.<br />
<br />
===Loner===<br />
"A loner is a cat that isn't part of a Clan or cared for by Twolegs."<br />
<br />
— Graypaw<br />
<br />
Loners often stake a claim on an area around Clan territory. These places are often near places where Twolegs often inhabit, such as on farms, abandoned homes, barns, or any sheltered area. They tend to keep to themselves and stay off Clan territories, and are known more for their independence and friendliness<br />
<br />
;Leader's Group<br />
A herd of loner's names are after the leader's name. Ex: Fog's group<br />
<br />
;Specialty<br />
Survival<br />
<br />
;Favored Terrain<br />
none<br />
<br />
;Prey<br />
Everything<br />
<br />
----<br />
{{5e Campaign Settings Breadcrumb}} &rarr; [[Warrior Cats (5e Campaign Setting)|Warrior Cats]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Supplement]]<br />
[[Category:5e Warrior Cat Setting]]</div>Levelnom1https://www.dandwiki.com/w/index.php?title=Time_and_History_(Warrior_Cats_Supplement)&diff=1777545Time and History (Warrior Cats Supplement)2023-11-12T16:29:48Z<p>Levelnom1: /* Running a Game in this Time period */</p>
<hr />
<div>{{Copyright Disclaimer|owner= Eric Hunter|franchise=Warrior Cats}}<br />
<br />
= History =<br />
The story line of the Warrior Cat's is very short due to lack of the ability to write or draw. All events and history below take less than a century.<br />
<br />
==Time of the Ancients==<br />
Long ago, there was three tribes of cats around the lake territories. They live in or near the modern WindClan territory. The have been there for countless years. It all changes when Twoleg (humanoid) begin construction near the lake. With the fear of Twolegs, reduced hunting space, and death of an important cat (Fallen Leaves) the tribe closest to the mountain begin to feel discontent with staying at the lake. After hearing Jay's Wing's story about the nearby mountain. They held a casting stone (vote) about leaving or staying. Jay's Wing cast the tie breaking vote and result in leaving.<br />
<br />
It is unknown what has happened to the other two tribes. It is assumed that they left within 1 year after the first tribe leave for the mountains.<br />
<br />
To this day, only two cats know about the Ancients: Rock and JayWing.<br />
<br />
===Running a Game in this Time period===<br />
There is not much known about this time period other than there was three tribes and they flee their home due to Twolegs (humanoid). In this time period, Twolegs were known of but very few have ever seen them due to them being so far away. When Twolegs gain interested in the lake, the tribes could not handle being so close to the dangerous twolegs.<br />
<br />
;Threats<br />
Before Twolegs, there was no themed threats. It could be animals, disease, or outsider conflicts. The arrival of Twolegs changed everything. Now everyone is on edge from fear. Everyone knows that it is only a matter of time before Twolegs take over the lake. Not even the combination of everyone and the afterlife can prevent Twoleg from moving in. Each tribe need to decide when to leave and where to go. The major threats is decline of prey and land, unease of arrival of Twoleg, the drama of choosing where to go, and Twoleg items that can be hazardous to unknowing wild life.<br />
<br />
;Group Restriction<br />
As this takes place before any group existing, none of existing groups would work. Suggest to use any race subclasses and use DnD martial classes. Feel free to use fitting HB like spell-less ranger to open up more options.<br />
<br />
<br />
==Ancient Tribe of the Rushing Water==<br />
After the vote to leave the lake, one of the ancient tribes enter the mountain at the start of winter. After a struggling to adapt the new life style of the mountains, they begin to thrive.<br />
<br />
===Running a Game in this Time period===<br />
At this time, there is only one tribe. They are either traveling to the mountain, adapting to the new life, or living out their new life.<br />
<br />
;Threats<br />
While traveling to the mountain, there is many dangers from wild animal. Starvation is an issue due to lack of the ability to transport food, little time to hunt, and not knowing where prey is. Injuries and sickness can spell doom. Without a proper camp to rest or have a stockpile of herbs, it usually means death or slowing the the group. Time is not on the side of a traveling group.<br />
<br />
When arriving in the new camp behind the waterfall, cats have to learn how to survive in this new world. Prey catching technics are different up in the mountain. Different herbs grow up here. This is all about trail and error. Too many errors will cause death. Mountain is not a kind place. High cliffs can be instant death. Large birds prey on cats.<br />
<br />
Living on a mountain is quite boring. When a cat is used to instant death cliffs and dealing with bird of prey everyday, it looses its thrill. While going out is dangerous, it is not more dangerous that people using the deadliest method of transport: cars. Being so up in the mountains, no outside threats can easily approach the tribe.<br />
<br />
;Group Restriction<br />
As this takes place before any group existing, none of existing groups would work. Suggest to use any race subclasses and use DnD martial classes. Feel free to use fitting HB like spell-less ranger to open up more options. After learning on how to hunt, Tribe of Rushing Water's Prey-Hunter and Cave-Guard becomes available.<br />
<br />
<br />
==Settlers==<br />
After a first litter grew up into young adults, the mountain suffer a harsh winter. The stoneteller (leader) receive an omen to send 16 cats to follow the setting sun and find a new home. The cats that stayed will become Tribe of Rushing Water. The cats that leave become the clan cats.<br />
<br />
;Arrival<br />
Most of cats arrive at the forest territory. Shortly after settling in the territory of modern WindClan, many cats dislike the open spaces of the moor. After Telling Stones (voting), the group is split into two. Half stayed on the moor and the other half venture into the forest. Both groups quickly gain new members by allowing outsiders join their tribe.<br />
<br />
;First Battle<br />
Clear Sky, the leader of the Forest Cats begin to aggressively claim territory. Clear Sky created the first border in history. With a sent line, Clear Sky can mark where forest tribe's territory begins.<br />
<br />
Back at the moor, the group is lead by Tall Shadow. With the help of a native, Running Wind, they learn to hunt rabbits. Following a fire that resulted in her brother Moon Shadow's death, Tall Shadow stepped down to grieve and Gray Wing became leader of the moor cats. However, Gray Wing developed asthma following the fire and he grew too weak to properly lead. Gray Wing and Tall Shadow became co-leaders then.<br />
<br />
The moor cats, become upset with the changes. The two groups meet up at the Four Trees to talk out the problem before it becomes a fight. Talks fell apart and a deadly fight break out. The fight ended with a tie as there was not enough healthy cats to fight. The newly dead cat, that will become part of StarClan, walk among the living and delivered this warning:<br />
<br />
"We came to tell you one thing. Unite or die."<br />
<br />
―Shaded Moss<br />
<br />
Two groups put their differences aside. They become allies once more and Clear Sky repented for his harsh ways. In Moor cats, Gray Wing step down and Thunder becomes the new co-leader. Since then, tribes' leaders meet at the four trees on a full moon to coordinate with each other.<br />
<br />
;Blazing Star<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|https://static.wikia.nocookie.net/warriors/images/c/c7/The_blazing_star_%28herb%29.jpeg| https://warriors.fandom.com/wiki/Founding_of_the_Clans}}</div><br />
<br />
"Yes, the Blazing Star. To survive, you must grow and spread like the Blazing Star."<br />
<br />
—The spirit cats to the leaders<br />
<br />
About a moon (month) later, a strange sickness begin to spread among the two groups during summer. The spirit cats told the leaders about the Blazing Star. At first, they though it means that the blazing star is the name of the herb that cures of this illness, which is true. After a fight with One Eye and claimed Blazing Star herb, Thunder joined Forest Cats to be with his father Clear Sky.<br />
<br />
When the illness was cured, the spirits visited the leader's dreams and remind them the command. River Ripple discover that it means to split up into five groups. The Forest Cats split up between Thunder, the first leader of ThunderClan, and Clear Sky, the first leader of SkyClan. The Moor cats split up between Tall Shadow, the first leader of ShadowClan and River Ripple, the first leader of RiverClan. Running Wind stayed behind and gather rogues and loners to create WindClan.<br />
<br />
===Running a Game in this Time period===<br />
A lot has happened in only few moons (months). First is the deadly travel. Then discovering a fitting place to set camp. Clear Sky leading half of the cats to the forest. Forrest Cats being overprotective in territory border, a new concept. Moor Cats having two leaders. The great fight between the two groups. The first appearance of spirit cats and peace. The disease, fighting One Eye, and getting the cure. The separation and creation of clans. It is the time of a new group quickly taking and using new ideas.<br />
<br />
;Threats<br />
While traveling to the forest, there is many dangers from wild animal. Starvation is an issue due to lack of the ability to transport food, little time to hunt, and not knowing where prey is. Injuries and sickness can spell doom. Without a proper camp to rest or have a stockpile of herbs, it usually means death or slowing the the group. Time is not on the side of a traveling group.<br />
<br />
When tension rises with Forest Cats deadly combat training and Moor Cats' compassion and co-leadership, battle on the horizon. Peace talks failed at the four trees and cause a boss battle between the two groups. Each other are the greatest threat.<br />
<br />
;Group Restriction<br />
Tribe of Rushing Water's hunt-prey and guard-cave is allowed. Loners and Kittypet could join during the journey and can out number the tribe cats. As Sisterhood's history is unknown, it is possible for ancient sisterhood to exist. Suggest to allow martial classes from D&D to expand the possible classes.<br />
<br />
<br />
==Early Clan Days==<br />
<br />
;First Medicine Cat<br />
Running Wind, leader of WindClan, gave birth to Moth Flight. In the first spring of the creation of WindClan, Moth Flight chased a green moth into the cave. Inside, the young cat discovered the Moon Stone. With the holy power of the Moon Stone, she was visited by the spirits. They grant her the title of Medicine Cat and tasked her the job of informing everyone of the chosen cats that will be medicine cats for their respective clans. From that point, medicine cats were tasked as healers of their clan and serve as the mouth of StarClan.<br />
<br />
;Nine Lives<br />
A few months after Moth Flight become a Medicine Cat, her mother Running Wind was cripple by a broken leg. The WindClan leader receive such injury from recuing her daughters, Moth Flight, from being a prisoner of SkyClan. By following a moth, Moth Flight guided Running Wind to the Moon Stone. The spirits granted Running Wind her nine lives and changed her name to Windstar. Since then, new leaders visit the holy place to change their name and grant their 9 lives.<br />
<br />
;Burden of Two Roles<br />
Moth Flight got pregnant by SkyClan's medicine cat, Micah. She was overwhelmed by the duty of a Queen (mother) and a full time medicine cat. Heart broken, she was forced to give her four kits to each of the clans. Since then, medicine cats are forbidden from matting.<br />
<br />
===Running a Game in this Time period===<br />
This is the time period where clan traditions are formed and become very separated from tribes. This is where the five clans make their first mark on history. Even this early in history, clan fights can happen with enough misunderstanding.<br />
<br />
;Threats<br />
With the five clans newly created, the borders are new. Rogues and Kittypets have not yet learn the rules of the border. Conflicts caused by misunderstanding between the clans. ThunderClan suffer from dog attacks while ShadowClan still suffer from betraying members.<br />
<br />
;Group Restriction<br />
The five clans, loners, and kittypets are allowed. Tribe of Rushing Water's hunt-prey and guard-cave can be allowed for the older cats that exist before the clans. Some of the tribe have migrated to the clans out of curiosity, adventure, or a new life.<br />
<br />
<br />
==Fall of SkyClan==<br />
Many years pass (roughly 20 years). The clan cats forgot their origins. Everything before this point is lost to history. The five clan cats believed that they have been here forever and will continue forever in the future. That all changed when the Twolegs begin destroying SkyClan's land.<br />
<br />
A previous leader granted ThunderClan some of their out of the good will for the hungry kits in ThunderClan. Desperate to reclaim this land to deal with lost territory, SkyClan attacked ThunderClan and failed. With the failure of claiming needed land to feed the SkyClan and the Twolegs slowly taking over, CloudStar, SkyClan's leader request land from the other four clans during the full moon meeting at the four trees.<br />
<br />
"They came with huge monsters that pushed over our trees and churned up the earth. All our prey is dead or frightened off. The monsters are crouched around our camp now, waiting to pounce. SkyClan's home has gone. I have brought my Clan here to ask your help. You must give us some of your territories."<br />
<br />
―Cloudstar at the Gathering<br />
<br />
None of the clans desire to give up land. Too weak to fight and Twolegs almost taken over SkyClan's Territory, SkyClan left the four clans and seek out new place to live. They arrive at a gorge. They live for a few years there before starvation and rat attacks destroy the weakened clan.<br />
<br />
===Running a Game in this Time period===<br />
This is when the clans see a fraction of Twoleg's power. It is proof that Twolegs are not to be messed with. Stopping a Twoleg is like stopping nature, it is impossible. This is when SkyClan is most desperate to claim land to be able to remain part of the forest.<br />
<br />
;Threats<br />
While Twoleg is the source of the problem, they are not a threat as long as they are not detected by Twolegs. If Twolegs get too many sitings of cats or been attacked by cats, they will set up traps. These traps capture cats and put them into cat shelters to become Kittypets or be killed. Placing traps can scare off more prey as the loud Twolegs need to delve deeper into the forest to set up the trap. It is well known to not be spotted by Twolegs or attack Twolegs. Like in the original history, players should not interact with Twolegs and therefor traps will not be set up.<br />
<br />
For SkyClan, the greatest threat is the lack of land and prey. As hunger sets in, and time running out, they need to do anything to get food and land.<br />
<br />
For ThunderClan, the greatest threat is the willingness and desire of SkyClan to do anything to gain land.<br />
<br />
While traveling to the gorge, there is many dangers from wild animal. Starvation is an issue due to lack of the ability to transport food, little time to hunt, and not knowing where prey is. Injuries and sickness can spell doom. Without a proper camp to rest or have a stockpile of herbs, it usually means death or slowing the the group. Time is not on the side of a traveling group.<br />
<br />
In the gorge, they suffer from an usually coronated rat attacks. They are aware of their size advantage and not scared to lose many rats to kill a cat. This is the only time in history that rats have enough power to wipe out a clan. And they have.<br />
<br />
;Group Restriction<br />
The five clans, loners, and kittypets are allowed. Suggest including martial classes from dnd for greater variety.<br />
<br />
<br />
== Age of BloodClan ==<br />
Many more years pasted (roughly 30 years) since the exile of SkyClan. Once more cats forgot what has happened in the past. The four clans no longer reminder the fifth clan: SkyClan. A new clan will be formed to cause the bloodiest fight in history.<br />
<br />
;Rise of BloodClan<br />
TigerStar was exiled from the clans for his evil actions. Somewhat nearby there was a group of vicious cats that live in a Twoleg village. They often fight cats, dreaded dogs, and themselves. Desiring for destruction of the clans, TigerStar approached the group of rogues. In exchange of helping him get his vengeance on the clan cats, they can have the entire forest. Scourge, the leader, agreed. That is when BloodClan was created.<br />
<br />
TigerStar lead the ruthless BloodClan to the four clans. During the usual meeting of the four clans, TigerStar brought Scourge. He threaten the all clans to give up and he has the might of a massive army of combat expert cats, FireStar, the leader of ThunderClan and a reason for TigerStar's exile, reveal to everyone the multiple crimes that TigerStar has done. Even the ruthless Scourge dislike TigerStar for his crime. Seeing control slipping away, TigerStar attacked Scourge for the leadership of BloodClan. In a single move, Scourge land a lethal blow and take all 9 lives of TigerStar. Seeing a so called great warrior of the clans die so easily, Scourge ordered that these lands are now under BloodClan. Leave in three days or perished like TigerStar.<br />
<br />
;Blood Bath<br />
Under the great threat, all clans team up and create an unified front against BloodClan. In the bloodiest battle in history. Cats from all sides died and the grass was flooded with blood. With the death of their super leader, Scourge, BloodClan retreated. After a great lost and constant battle for leadership, BloodClan never was restored to its formal glory.<br />
<br />
===Running a Game in this Time period=== <br />
This is the first time that a group of powerful cats has ever threated all the clans at once. The power, size, and brutality caused all the clans to set a side their differences and join together from the extra threat.<br />
<br />
;Threat<br />
The greatest threat is BloodClan. As a GM, show how brutal, cruel, and deadly they are. Only a few very deadly things can ever cause a leader to loose more than one life. Scourge, the leader of BloodClan, created a wound on TigerStar that is so deadly that the normal "regeneration" from gaining life was not enough. Combined with not knowing location of camp and size of BloodClan should strike fear into the players.<br />
<br />
It is unwise for clan cats to enter Twoleg's village in search for BloodClan. Without a guide, a clan cat can easily get lost and eventually killed. Monsters (car) can cause instant death, rogues unhappy with intruders, and lack of prey makes traveling deadly. Near BloodClan, there is a pack(s) of wild dog. They will attack any cats on sight. After BloodClan, this is the greatest threat in this area.<br />
<br />
;Group Restriction<br />
The five clans, loners, and kittypets are allowed. BloodClan can be chosen if they leave BloodClan. Suggest including martial classes from dnd for greater variety.<br />
<br />
<br />
==Rebirth of SkyClan==<br />
You're the only cat who can help us. You must rebuild SkyClan before it is lost forever."<br />
<br />
— Cloudstar<br />
<br />
A five moons (months) after the defeat of BloodClan, FireStar, leader of ThunderClan received a dream to rebuild SkyClan. With SandStorm, the pair travel to the gorge. At the gorge there is signs that SkyClan was destroyed by rats. By meeting up with the local cats, both loners and kittypet, the pair managed to rebuild SkyClan. Some of the members show signs of descendants of SkyClan from their strong legs.<br />
<br />
After all of those years, the rats still wield a great threat to SkyClan. They attack suddenly at the cats before retreating as one. Knowing the war is not over, SkyClan brought the fight to the rats. During the fight, the pair of ThunderCats noticed that one rat was giving the orders. FireStar leaped and kill the rat leader. Without the leader, the rats flee and act like normal rats. The rat threat was forever deal with. A few days latter, the ThunderClan pair left to return back home.<br />
<br />
===Running a Game in this Time period===<br />
This is an interesting part of history. Players can play as cats from the four clans to rebuild the lost fifth clan. For groups enjoying building up a town, this is a perfect setting. The cats around the old SkyClan's base are not willing to fight clan cats. As long as the SkyClan does not get too big, the journeyed cats have plenty of time to convince the surrounding cats to join. During the whole process, the threat of a massive rat invasion that wiped out SkyClan looms over everyone. <br />
<br />
;Conflicts<br />
The travel was surprisingly peaceful as the group travel up the river. The problems start when the group arrive at the gorge. How to start a new clan from loners and kittypet. The players will be asking cats to give up their lifestyle and take on a new one. It is a big change, a change that does not come easily. This stage is about growing in numbers and convincing the locals to join. During this stage, hint about the rats and show obvious signs that the last SkyClan was stained by rats.<br />
<br />
Once SkyClan grows too big, a wave of rats (multiple rat swarms) will attack SkyClan. They will leave before their lost become too great. It is obvious that the rats are showing great intelligence. This attack is a warning and a taste of the rat hoard. As long as SkyClan does not go on the offense, the rat wave will come almost every day when the camp is least protected. When the cats track down the rat nest and attack it, observant cats will notice that the swarm is controlled by one rat. Anyone who makes eye contact with the leader will feel great hate for cats. If the leader takes any damage, they instantly die. All remaining rats flee.<br />
<br />
;Group Restriction<br />
The five clans, loners, and kittypets are allowed.<br />
<br />
<br />
==Beginning of the End of the Forest==<br />
"Darkness, Air, Water and Sky will come together and shake the forest to its roots. Nothing will be as it is now, nor as it has been before."<br />
<br />
-Message from StarClan to the four chosen cats<br />
<br />
Two years since TigerStar brough BloodClan to the forest. Six cats from all four Clans are sent by StarClan to travel to the sun-drown-place (western sea) and listen to what Midnight has to tell them. Midnight, the talking, wise badger, tells the cats that Twolegs (humanoid) will destroy the forest; the Clans must band together and find a new home. The six cats rushed back home to tell the clans the news.<br />
<br />
Instead of traveling back though Twoleg's village, they took the faster route over the mountains. That is when they meet Tribe of Rushing Water. They are under a siege by mountain cat. Unlike a house cat, they do not have intelligence and prey on the tribe. With the sacrifice of Feathertail to kill the beast, the clan cats are free to return home.<br />
<br />
When they come back, it was almost too late. The Twolegs have started their destruction of nature, just like 30 years ago with SkyClan. This time, they will not stop.<br />
<br />
===Running a Game in this Time period===<br />
This is the biggest travel intensive section of history; perfect for players enjoy exploring. This is the longest time any Clan cats have ever left home. It is interesting exploring the unknown wildreness, Twoleg village, the mountain, and the Tribe of Rushing Water. It is the time to make big risks to trust natives to guide the traveling cats out of danger.<br />
<br />
;Threat<br />
On top of the usual problems of traveling (see above), a part of journey to the sun-drown-place go through Twoleg's village. Being wild cats from nature, they are not familiar with avoiding dangers of Twolegs and finding food in a place with little living prey. They need to find a guide to help to go through the maze of Twoleg's nest, avoid the dangers, and teach new survival technics.<br />
<br />
The way back is as dangerous. While there is little to no Twoleg's activity. The climb up and down the mountain and avoid instant death from cliff is not safe. If they are not watching the sky, great big birds can pick up a cat as their prey. To make matters worst, the mountain is haunted by blood thirsty beast called mountain lion. They hunt down cats without mercy. If the traveling team encounters the Tribe of Rushing Water, they will capture the traveling cats. They believe that the can slay the beast. The traveling cats cannot leave until the mountain lion is killed. Fighting the mountain lion is near granted death. The players will need to think of alternative way to get rid of the beast.<br />
<br />
;Group Restriction<br />
The five clans, loners, and kittypets are allowed. Once the tribe is rediscovered, Tribe of Rushing water's Prey-hunt and gave-guard is unlocked. A cat exiled or left BloodClan is extremely unlikely to join.<br />
<br />
<br />
==Great Migration==<br />
"This is no longer our home. Home is waiting for us at the end of our journey."<br />
<br />
— Firestar<br />
<br />
By the time the six, now four, cats come back to deliver the news, the Twoleg already started to destroy the forest. Windclan and ThunderClan have already lost their camps to the Twolegs. After Twolegs discover signs of cat activity, they set up traps. The hunger from lost land, poisoned prey, and prey fleeing from loud sounds of destruction cause traps containing food to be an effective way to capture cats.<br />
<br />
Despite the foretold destruction of the forest, RiverClan and ShadowClan do not desire to travel randomly for a new home. ShowClan plan to take over BloodClan's old hunting ground while RiverClan believes that they will not be effected as they survive from the river. ShadowClan finally decided to go when their camp was "ambushed" by the Twolegs. RiverClan quickly follow suit as their river is dying up from Twoleg's activity.<br />
<br />
;The Journey<br />
The four clan visit the Moon Stone one last time. As the medicine cats leave the Moon Stone, a falling Star streaked across the sky and into the mountains. The five medicine cats knew it is a sign that their new home is over the mountains. The travel to the mountain and onto the mountain was deadly, but they were discovered by the Tribe of Rushing Water. For two days, the clan stayed with the tribe and regain their strength before going on to the next leg of their journey.<br />
<br />
;New Home<br />
After traveling down the mountain, the clan cats discover a lake with the ideal living conditions for the four clans. Despite greater Twoleg activity than before, the Twoleg almost never journey far away from Twoleg made structures. Even if they were one group during the journey, the four clans separated and settled in the land that best suited for them.<br />
<br />
===Running a Game in this Time period===<br />
This is the biggest group of cats in one place. It is the only time that the four clans work together for the reason of safer travel over better combat abilities. This is the story of four groups put aside their differences to survive the harsh journey to a new home.<br />
<br />
;Challenges<br />
The greatest challenge is feeding so many cats while traveling. Food is a big issue constantly. When the cats begin climbing the mountain, the mountain proves that it is dangerous for traveling. Cliffs so narrow that a cat can easily fall to their death. Massive birds fly down and grab kittens. Harder to find more food. These are the challenges of the mountain. Thankfully at the midway point, the Tribe of Rushing Water provides free food to the clan.<br />
<br />
When the clan arrive to the lake, the usual problems of settling down. The debate about the location of the territory. Driving away any dangerous wild animals, loner cats, and surprisingly dangerous Kittypets. The four cats have to get used to the fact the Twolegs enjoy playing in the lake during summer.<br />
<br />
;Group Restriction<br />
The five clans, loners, and kittypets are allowed. Once the tribe is rediscovered, Tribe of Rushing water's Prey-hunt and gave-guard is unlocked. A cat exiled or left BloodClan is extremely unlikely to join.<br />
<br />
<br />
==Rise of the Dark Forest==<br />
"Before there is peace, blood will spill blood, and the lake will run red."<br />
<br />
-YellowFang<br />
<br />
Since the arrival at the lake, Tribe of Endless Hunting, StarClan, and Dark Forrest has been very active. <br />
<br />
Dark Forrest begin to mass train cats in their dreams. This leads to more powerful warriors that are eager to fight. The Dark Forest Trainees work behind the scenes to control the clan and start a war. Longer a cat trains in the Dark Forest, more evil they become.<br />
<br />
StarClan warned the clan about the upcoming battle. They try (poorly) to prevent Dark Forest influence on the cats. They increase their guidance to the living cats in hope to reduce the Dark Forest Influence.<br />
<br />
The Tribe of Endless Hunting begin to foretold the coming of three powerful cats destined to save the clans. They guide heavy ThunderClan's medicine cat, Jaywing, as he is one of the gifted cats.<br />
<br />
Over the coarse of many moons (months), the influence of all sides reach to its peak. So many important events are left out to keep this summary short. Jaywing sends a warning to all medicine cats: the battle against Dark Forest is almost here. Meanwhile, the Dark Forest informs the trainee the plan of their invasion. <br />
<br />
;Great Battle<br />
Shortly after, the first wave of Dark Forest Spirits directly attack each of the clan's camps. The Dark Forest Trainee betray their own clan mates in the fight. Ivypool, a Dark Forest Trainee, convince many of her fellow trainees to switch sides and join the clans. The Dark Forest was driven off.<br />
<br />
The second wave attack once more with greater amount of Dark Forest Spirits. The ancestors spirits and Midnight join the battle to help to drive out the evil force.<br />
<br />
In the final wave, the leader of Dark Forest, TigerStar attack FireStar, the "leader" of all of the clans. Around them clan cats, dark forest, and StarClan fight a bloody fight. FireStar kills TigerStar and end the battle. FireStar shortly looses his final life from the wounds.<br />
<br />
Since then, Dark Forrest's land slowly flood and mist from all sides shrink the available space. Any cat touches it, dies instantly. The Dark Forest is ending but they still have one trick up their sleave...<br />
<br />
===Running a Game in this Time period===<br />
Make all players siblings of each other. As they are training to full fil their job (warrior or medicine cat), one of the siblings are told about that three of them will have powers that will save the clans from the unknown coming battle. At this stage, it is a mystery on who has the powers. Choose two of the siblings to gain powers while the rest having great natural talents.<br />
<br />
Begin foreshadowing the influence of Dark Forrest. Players don't have to notice the signs yet. Here are the signs of Dark Forrest training cats in their sleep:<br />
* Getting minor injures while sleeping.<br />
* Feelin g tired, even after getting sleep.<br />
* Some apprentices learn new combat moves that they invented<br />
* Cat becoming better at fighting<br />
* Desire to fight other clans<br />
* Desire for power<br />
* When fighting, more cats end up dead or more dangerous injuries<br />
<br />
After a player eventually dies, tell them they can play as one of newly made apprentices. All future dead players will play as the sibling to that apprentice. One of the cats from that litter has powers while the rest have talents. At this stage, make it more obvious that only two cats from the first litter has powers. Someone else has the power. At this point, you may cause the Dark Forest to begin training one of the players or someone close to them.<br />
<br />
Once the players learn of the three cats with powers and learn how to use it. Begin very obvious signs of Dark Forest influence on the living cats. StarClan, the ancients and the Tribe of Endless Hunting will do their best to prepare the clan for the upcoming fight. Let the player think of ways to prepare. Tell them the day of the invasion.<br />
<br />
;Challenges<br />
This is the time that all clans fight among themselves the most often. There is great danger from other clan cats and from the Dark Forest trainee. It is against the clock to learn and master the power and find out who is the true enemy before it is too late.<br />
<br />
Prepare Dark Forest, Dark Forest Trainee, all four clan cats, ancient spirits, Midnight (talking badger), and StarClan for the final fight.<br />
<br />
;Group Restriction<br />
The four clans, loners, kittypets, Tribe of Rushing water's Prey-hunt and gave-guard are allowed.<br />
<br />
<br />
== SkyClan's Search for the 4 Clans ==<br />
Skystar (from StarClan) says they must look to Firestar's kin, for when fire dies, sparks remain. He says if they do not find these sparks soon, their future is terrible.<br />
<br />
;Driven Out<br />
About a year after Great Fight with the four clans, SkyClan is driven from their home. For about a moon (month), SkyClan has been sending search portal to find the four clans. They have to find FireStar's kin before they perish. With the help of a loner named Darktail that surprisingly knows a lot about the clans, SkyClan sent three search party, each of them failed. During the first search, a group of raccons has been attacking SkyClan. Weakened by raccons and the scouting, Darktail lead a group of rogues called the Kin to attack SkyClan at night. SkyClan flee their old home. They are forced to seek out the remaining clans before the travel and starvation kills them.<br />
<br />
;Two Loner Groups<br />
As they follow down the river, SkyClan meets two familiar groups of loners living in Twoleg village: Dodge and Stick. In the past, they helped Stick's group from being invaded by Dodge's group. With the entire SkyClan here once more, Dodge's group kidnaps Curlypaw. Dodge demanded that SkyClan drive out Stick's group or Curlypaw gets killed. Hawkwing called Dodge a coward and challenge him to a duel. After a long fight, Hawkwing made the lethal blow killing Dodge. SkyClan left the two groups with Curlypaw safe and Dodge's group under a kinder leader.<br />
<br />
They eventually meet Bailey, a loner that lives in the barn. The four clans visited him before they left. He pointed the direction that the clans left to.<br />
<br />
;False Home<br />
After about a half of a moon (half of a month), the SkyClan found a lake surrounded by a forest. With the help of the locals: Max and Macgyver, SkyClan settled next to the lake. Echosong, the medicine cat, declares that this lake is not what her visions shown her. This is not the lake that StarClan declared to be their future home. Tired of traveling, finding a nice place to live, and Plumwillow getting close to having kittens, SkyClan declare that this is their new home.<br />
<br />
Two moons passed. With the kittens are born, SkyClan enjoy their new home, until the dog attacked. After the first dog attack and the relocation of the camp, Echosong declares that she will find FireStar's spark even without the support of the clan.<br />
<br />
Another two moons, three dog attacks, three camp relocation, and three cats decided to become Kittypets, Hawkwing managed to convince LeafStar that this lake is not safe. On the last night at the lake, dogs and twolegs attack the camp. Their goal is to capture as many cats as possible. Unable to resist the might of Twolegs, SkyClan once more left their home and leaving the captured cats behind.<br />
<br />
;Return of Echosong<br />
A half a moon (month) later, cats begin to randomly fall greatly ill. Without a medicine cat, the illness is fatal. Leafstar declares to sent search party for Echosong, their only medicine cat and only way to save the illness. As if knowing about the great illness, Echosong appeared and begin treating the ill cats. Her search was sadly fruitless.<br />
<br />
===Running a Game in this Time period===<br />
It all starts with StarClan telling SkyClan to seek out the other clans before they are destroyed. With the help of a clan expert Darktail, the loner, the players search for clues about the four clans. Keep these searches short and very clear objectives. These search parties will end in a failure which might not be fun to the players, especially if they invested into it too much. Each time the search party return, the racoons attacked the clan.<br />
<br />
After the return of the third and final search, Darktail betrayed SkyClan and lead the Kin into attacking SkyClan during the night. During the night raid, let the players slowly succeed on defending the camp while describing on how their clan mates are failing. This gives a feeling that their efforts are doing something but at the same time show that SkyClan is losing the battle against the Kin. At some point, LeafStar, the leader of SkyClan, orders to retreat. The Kin have no desire to punish or chase any fleeing cat.<br />
<br />
Describe that SkyClan is no shape to drive off the invaders. The combination of failed search party, attack of racoon, and the resent lost to Kin. LeafStar declares to leave their home and most of the daylight-warriors (cats that are warriors during the day but kittypets at night) behind. As a clan, they have to find FireStar's kin before they are wiped out from history.<br />
<br />
SkyClan are welcomed by Stick's group after their help a few moons (months) ago. With their guard down, one of the kits or apprentices are captured by Dodge's group. Heather, from Dodge's group, demands to talk to SkyClan for the release of the kidnapped cat. The players was sent to Dodge's group to talk on the behalf of SkyClan... and not wanting to risk LeafStar in a possible trap. Dodge demands the players to help them drive out Stick's group and they can have their kidnapped cat back. GM hint the players that Dodge has anger problems. GM remind the players that loner groups usually follow their leader. In most loner groups, the leader can be challenged to a duel for leadership. Dodge believes that he can win in any duel and will except any duels offered to him.<br />
<br />
After resolving the problems of the two groups, the next major event is the arrival at the lake. Everyone is happy to find a place to live once more. Echosong, medicine cat, suggest to keep moving on. This lake is no their home. LeafStar and the majority of cats ignore her and declare that this is the new home of skyclan. For the next half of a moon (month) describe that it does not feel like home. It is almost something is wrong with this place.<br />
<br />
The dogs attack the camp out of no where. Make it clear that fighting the dogs is a death sentence. This event is all about helping other SkyClan members from the dogs. After everyone escaped, LeafStar sets up a new camp away from the dogs. Despite shaken, most cats call this place home and do not wish to leave because of a single dog attack. Echosong declares that she is leaving to continue their journey, even without her leader and the clan. She invites anyone to join her. The players have two choices: stay and help SkyClan or leave and help Echosong.<br />
<br />
If the players choose to leave with Echosong, it is another fruitless search. This time, Echosong received a sign that SkyClan needs her help. Instead of going back, Eachosong leads the party in a different location. StarClan has told her that SkyClan has moved to this direction.<br />
<br />
If the players stay, Echosong leaves with two warriors. Describe on how fast the clan return back to normal. Hint that young cats do not fear Twolegs. For the next half-moon, one-three cats become kittypets due to their attachment to Twolegs. During this time period, the camp is attacked two more times by dogs and moved two more times. Suggest to the players that LeafStar is stubborn to stay at the lake. It is up to them to convince to LeafStar to leave the lake. Once the players convince LeafStar to leave (which does not take much, LeafStar was already thinking of leaving), on the last night, dogs and twolegs attack the camp. Describe the attack being like the last three times. After a round, Twolegs appear with bright light on their head, sticks, and nets. Any cat caught in the net is forever trapped by Twolegs. Chose two cats to be captured that the player least interacted and attached with. After getting two cats with nets, the Twolegs drag the dogs away and leave with their prize. SkyClan leaves with the lost of two cats.<br />
<br />
Regardless, of the choice Echosong returns back with SkyClan in time to save most of the cats from the sickness.<br />
<br />
;Challenges<br />
Most cats and wild animals are not supposed to be killed by the players. As such, the threats are more about avoiding and running away from danger. The other problems are Dodge's group vs Stick's group and the disagreement between LeafStar and Echosong about the location of their home.<br />
<br />
;Group Restriction<br />
The Skyclans, loners, and kittypets. Kin can be played if they leave their group. Suggest including martial classes from dnd.<br />
<br />
<br />
== Kin's Crusade ==<br />
<br />
;Journey to SkyClan<br />
A few moons (months) after the Kin driven away SkyClan, Alderpaw, Thunderclan new medicine cat apprentice, received a message from StarClan. They need to seek out SkyClan and bring them back to the lakes. Sandstorm becomes the guide as she was with FireStar when he rebuild Skyclan. Along the way, Standstorm perish from her wounds but told Alderpaw to way to SkyClan.<br />
<br />
;Meeting SkyClan<br />
After following the river to the source, the traveling party found Kin. At the time, Kin are pretending to be SkyClan. When Alderpaw told the leader of "SkyClan" that they are here to bring them to the lack, Darktail said that SkyClan is not leaving their home. Alderpaw wanted to be helpful to SkyClan, give his help to patrolling and hunting. Darktail, the leader of "SkyClan", allows it. Though the kindness that the journey cats have, some of the "SkyClan" begin to desire to travel with them back to the lake.<br />
<br />
Mistfeather managed to talk with Alderpaw in private. Mistfeather told him that she is the last remaining SkyClan left. The Kin has driven away the real SkyClan. Darktail overheard the conservation and killed her. The leader dragged Alderpaw back into the camp. He informs that they plot against "SkyClan". The journey cats left Kin's camp and journey back home. They are not aware that Kin are following them back home. Along the way, they find two kittens abandoned. They took them in and named them: TwigKit and Violetkit.<br />
<br />
;Kin at the Lake<br />
The Kin instantly made their presence known. They target WindClan first as Darktail blaims his mother's death on his father, Onestar, leader of WindClan. When Onestar was on a patrolling, Kin approach. After some treats against Onestar, Furzepelt attack and triggering a fight that they cannot hope to win. With the help of ThunderClan. The Kin was repelled.<br />
<br />
;Shadow-less<br />
With their defeat, Kin settled near ShadowClan. The Kin managed to befriend some of the young cats of ShadowClan. Over time, their influence and way of life convinced few of ShadowClan to join Kin. Kin done many things to help ShadowClan. With each help, the kin ask to join them and each time Rowanstar denied letting them in. With each good thing that the Kin preformed and with each bad thing happened in ShadowClan, Rowanstar looses control over his own clan. Eventually, Darktail walk into camp as usual. Instead of asking to join Shadowclan, he informed Rowanstar that he is the new leader. Rowanstar left to ThunderClan with his only two supporters: Tawnypelt, and Tigerheart.<br />
<br />
;Battle Against Kin<br />
With only three clans left, they launched an attack against Kin. In the middle of a winning fight, WindClan calls for a withdraw. With about third of the fighting force gone, the remaining clan cats are forced to withdraw. In the aftermath, Onestar, leader of WindClan, simply said that a leader sometimes makes hard choices. He does not reveal the reason of the withdraw.<br />
<br />
;Dammed the River<br />
With the full force of Kin and ex-ShadowCan, DarkTail sets his eye on RiverClan. Everyone including elders attack to RiverClan. In a quick fight, Kin has taken over RiverClan. Every dead body is left alone as a disrespect to warrior clan's culture. Kin captured as many RiverClan cats as possible. The ones that excape the slaughter and capture found shelter in ThunderClan. Darktail tortured RiverClan prisoners until they swore loyalty to the Kin. One by one, each of them become part of Kin.<br />
<br />
After the horrors in RiverClan, many ex-ShadowClan members desire to leave. Some of them managed to escape to ThunderClan while the rest are slain.<br />
<br />
;Rebellion<br />
With Darktails cruel ruling and inhuman treatment of prisoners and anyone in his way, a rebellion was born in ex-ShadowClan camp with Violetpaw leading it. She coronated a plan to free the cats that are in prison or unable to leave because they fear Darktail. While the plan failed, with the help of reinforcements from the other clans, the rebellion succeeded. The rebellion force of ShadowClan and prisoned RiverClan return to ThunderClan. A surprise is waiting for them at the camp.<br />
<br />
===Running a Game in this Time period===<br />
If players at WindClan or ThunderClan,<br />
<br />
they would meet the Kin near the border of ThunderClan and WindClan. The Kin confronted WindClan's leader Onestar. After threatening to make Onestar suffer, one of the WindClan NPC attack Darktail, leader of Kin. That NPC is fated to die in this fight. This sudden fight is in the favor of Kin. In one round, ThunderClan patrol hears the fight. In 1-2 rounds, they arrive to help drive off the Kin.<br />
<br />
If the players at ShadowClan<br />
<br />
while patrolling the board farthest from the lake, two cats carrying prey approach. They introduce themselves as Darktail and insert NPC name here. Darktail is a leader of a small group of cats that desire to join ShadowClan. They desire to offer gifts for ShadowClan and meet with ShadowClan's leader to formally request to join ShadowClan. With the combination of gift, Darktail's friendly personality, and seeing no harm of fulfilling the request, players should arrive that they should escort the pair to the camp. At the camp, Darktail added his gift to the prey-pile. After listing the advantages that his group can bring to ShadowClan, he request Rowanstar to join ShadowClan. Rowanstar deny the request. This decision is clearly unfavored with the apprentices and young cats as some of them voice their complaints. The player guide the pair out. <br />
<br />
If the players at RiverClan, <br />
<br />
they have and will miss out most of the events of this adventure. It is suggested not to start at RiverClan or WindClan. The best start would be ThunderClan or ShadowClan.<br />
<br />
At the next clan meeting, it is realized that the group of cats that Thunderclan and Windclan fought is the same cats that are currently near ShadowClan's territory. Onestar, leader of WindClan, request help from ShadowClan to drive the rouges out. Rowanstar disagree. It is obvious that Onestar is too heavily invested into the problem while Rowanstar is not a strong leader. Any cat outside from ShadowClan can see that ShadowClan cats don't have great manners, another sign of a leader being to relaxed with leadership.<br />
<br />
If players at ShadowClan,<br />
<br />
Darktail come by multiple times. Each time doing something good for the clan, like warning about a coming fox attack, helping a lost ShadowClan warrior, or rescuing a kitten that wandered out too far. Each time, Dartail request to join. Each time, Rowanstar deny his request. At the second deny, two apprentices leave for the Kin. Rowanstar made no attempts to stop them. At the third deny, a young warrior left to join the Kin. It is obvious that Rowanstar does not care if cats stay. Darktail seem to take care of his cats better. Darktail seems to be the better leader.<br />
<br />
Yellowcough spread through the camp. Rowanstar failed to convince Onestar, WindClan leader, to give them the herbs to cure the sickness. Make sure that Rowanstar does a very bad job at convincing Onestar to give the life saving herbs. The players should see that Rowanstar's actions are preventing cats to get proper treat for Yellowcough. Let some NPC die from Yellowcough as a result of Rowanstar's leadership. The strongest cat with leadership and deputy, Crowfrost, died in the sickness. Without Crowfrost, almost everyone prefers Darktail over Rowanstar. Guide the players to overthrow Rowanstar for Darktail. It should be a peaceful takeover with Rowanstar being banished.<br />
<br />
As the players leave camp, they noticed a massive army of cats: the 3 clans are here. The players raise alarm in time for the entire camp to be ready for the upcoming battle. During the fight, when it becomes obvious that the players are losing, Onestar unpins Darktail and orders a retreat. Without WindClan, the other leaders are forced to call a retreat and ending the fight as a win.<br />
<br />
If players are any other clan,<br />
<br />
Nothing of great notice for a while. The peace is broken when Rowanstar arrive to the camp with only two other cats. He informs everyone that they are what is left of ShadowClan. The rogue group, Kin, has convinced everyone else that Darktail, leader of Kin, is a better leader.<br />
<br />
With the fall of ShadowClan, the three clans team up and work a plan to take back ShadowClan and remove the Kin. Let the players decide the method of attack. During the fight, when it becomes obvious that the players are winning, Onestar unpins Darktail and orders a retreat. Without WindClan, the other leaders are forced to call a retreat and ending the fight as a lost.<br />
<br />
If the players are ShadowClan,<br />
<br />
After a few days to heal from wounds, Darktail launch attack at RiverClan. He sends apprentices, newly requited kittypets and elders in front. He does not expect them to survive the fight. During the invasion, describe how ruthless everyone is. When the battle is won. Darktail captures the injured RiverClan. He left the bodies from both sides alone in great disrespect to the fallen cats and StarClan. The remaining RiverClan retreats. They are too demoralized to pose a threat anytime soon. Guide the players that Darktail needs to be stopped. They need to leave the Kin and help the war efforts against the Kin.<br />
<br />
If the players are RiverClan,<br />
<br />
After a few days to heal from wounds, RiverClan is attacked by the kin. Describe the dirty plan of sending the poorly trained fighters first as sacrifice. When the battle looks like it will be a lost, MistyStar, leader of RiverClan, surrender to the Kin. Darktail captures the injured RiverClan. He left the bodies from both sides alone in great disrespect to the fallen cats and StarClan. The remaining RiverClan retreats. They are too demoralized to pose a threat anytime soon. Describe how hopeless everyone is as they go to ThunderClan for safety.<br />
<br />
If the players are ThunderClan, WindClan or RiverClan,<br />
<br />
After a few days, slightly wounded RiverClan arrive at the camp. They describe the horrors of the battle. On how Darktail sacrifice untrained warriors to weaken them. They tell of their and Kin's dead body litter on the floor without burial. And finally, they are worried about the wounded prisoners. They doubt their wounds will be treated or that the kin will treat them nicely.<br />
<br />
All players<br />
<br />
A day latter, several ShadowClan cats has arrived. They fled from Kin as they disagree with the actions of Darktail. They describe that they are torturing the captured RiverClan until they promise loyalty to Darktail. They speak of any cats caught leaving the Kin are killed. They lost some on the way here. They describe that many ShadowClan members wish to leave or overthrown Darktail but are too scared to do it. Hint the players that sparking a rebellion would be the best way to remove Kin and saving RiverClan. If the players are from ShadowClan, they can act as spies and help to coordinate the rebellion. If the players are from a different clan, they can help make a plan to rebel. They can invade at the same time as the rebellion.<br />
<br />
Once the rebellion is successful, the cats return to camp. While this rebellion does not free the lost land, the Kin suffer from a great lost of members.<br />
<br />
;Challenges<br />
The growing threat of Kin and ShadowClan cats<br />
<br />
;Group Restriction<br />
The four clans, loners, kittypets, and Kin. Tribe of Rushing water's Prey-hunt and gave-guard may be allowed.<br />
<br />
<br />
== Fifth Clan Returns ==<br />
<br />
;Hit by a Monster (Car)<br />
StarClan show a vision of the current state of SkyClan, in a barn morning of a death of their medicine cat. Alderheat, ThunderClan's Medicine Cat, share his vision with everyone. Twigpaw realizes that one of the cats described in the vision was his father. Twigpaw desires to find SkyClan but ThunderClan cannot afford to send anyone as long as Kin pose a great threat. Twigpaw sneak out of the camp. As he cross the thunderpath (road), he is hit by a monster (car). He woke up with most of his injures healed. The Twolegs healed him. Twigpaw managed to escape the Twoleg nest and finds himself at the barn. The same barn that was shown the vision. While sleeping in the barn, StarClan show Twigpaw the way to SkyClan. <br />
<br />
;Thunder meets Sky<br />
In the next day, Twigpaw rushed towards SkyClan. By the end of the day, he finds SkyClan. SkyClan was excited by seeing a ThunderClan cat. While Twigpaw does not know how to get back, he uses the mountain as a guide to find the lake. Surprisingly, the current path the SkyClan was taking leads to the clans.<br />
<br />
Several days later, SkyClan arrived at ThunderClan one hour before the rebellion party returns from a successful mission. With SkyClan on their side, all is left is to convince WindClan to join them. Ever since the battle against Kin, Onestar, WindClan Leader, refuses any interactions with the rest of the clans. They need WindClan to defeat the Kin.<br />
<br />
;Nearly Without Wind<br />
The next day, a small group containing everyone from each clan journey to WindClan camp. As the group arrive at WindClan, WindClan has been fighting off Kin since dawn. Darktail orders a retreat when facing unfavorable odds. As he leaves, DarkTail reveals that he is Onestar's, leader of WindClan, son. Dartktail grew up hating the clans because Onestar abandoned Smoke (mother of Darktail) and Darktail. <br />
<br />
Onestar admits his faults and with renewed vigored, he declares that he will help the fight to remove the Kin. He is willing to kill his own son if it comes to it.<br />
<br />
;Five Clans VS Kin<br />
With the combined force of all five clans, they faced off Kin. During the battle Onestar drives Darktail deep into the lake. Both of them drive underwater and neither of them ever resurface. With the force of five clans and lost of their leader, Kin flee and they never threaten the clans again.<br />
<br />
;SkyClan's Territory<br />
After the battle, everyone understands that SkyClan belongs to the lake, with them. Each of the four clans temporary allow SkyClan to use their land.<br />
<br />
===Running a Game in this Time period===<br />
Continuing from last event. There is three camps: Kin's Camp, Isolated Camp, and Player's Camp. Kin's Camp is located in the old ShadowClan's Camp. None of the players should be in it. The Player's Camp is the camp with most of players are located. It includes RiverClan and ShadowClan refugees. This camp also has the entire newly arrived SkyClan. Player's Camp is located either in ThunderClan or WindClan. The Isolated Camp is the other camp (hunderClan or WindClan). They close off their borders because of Onestar's action in the battle against the Kin.<br />
<br />
Describe the joy and relief that the clan looked when the players return with the ShadowClan rebellion. Describe that there is a group of unknown cats in the camp. They are SkyClan, the fifth clan that was lost. Now with four clans under the player's side, it is time to figure out on regain the Isolated Camp's trust once more. The only way to get all five clans is to get the stubborn Onestar to tell the truth.<br />
<br />
ThunderClan visits WindClan to talk about the event during battle of the Kin. They want to find out the real reason why Onestar order a withdraw. They refuse to join forces with WindClan until this is revealed. When the group arrives at WindClan's camp, it is being attacked by the Kin. If the Player's Camp is WindClan, describe that the players been fighting since dawn. It look hopeless until ThunderClan arrives. If the Player's Camp is ThunderClan, describe that WindClan is on the verge of losing the battle against the Kin. It is up the players to stop the Kin and save WindClan.<br />
<br />
Darktail orders a retreat when facing unfavorable odds. As he leaves, DarkTail reveals that he is Onestar's, leader of WindClan, son. Dartktail grew up hating the clans because Onestar abandoned Smoke (mother of Darktail) and Darktail. Onestar admits his faults and with renewed vigored, he declares that he will help the fight to remove the Kin. He is willing to kill his own son if it comes to it. It is up to the players to do the final mending of the division between the clans.<br />
<br />
With the five clans, it is up to the players to decide a new plan of attack. Inform the players that the ideal place to to fight the kin is the border of WindClan and ShadowClan. The border has spaced out tall trees and a nearby river. This location is a great place to use each of the clan's special fighting abilitis. Each clan will suggest their favored way of combat which should guide the players to think of using each of the clan's specialized combat abilities to overwhelm the Kin. <br />
<br />
Before the fight against to kin, players should noticed that they are outnumbers. During the fight, each time a cat uses their own clan's ability, it should be deadly. It shows to the players that fighting to the clan's specialization is deadlier than any other strategies. Near the end, the players notice that Onestar and Darktail fighting deep in the lake. Both of them went underwater and neither of them come back up. The players won this combat.<br />
<br />
High moral after a fight against the Kin, all clans allow SkyClan into their lands. This is temporary arrangement. Foreshadow that finding SkyClan place among the four clan will not be easy. The troubles are not over.<br />
<br />
;Challenges<br />
Kin cats and convincing the isolated camp to join.<br />
<br />
;Group Restriction<br />
The five clans, loners, kittypets, and Kin. Tribe of Rushing water's Prey-hunt and gave-guard may be allowed.<br />
<br />
<br />
== Meeting The Guardian Cats ==<br />
Shortly after the clan meeting that Tigerheart grant SkyClan land and RiverClan closing off, Tigerheart is prompt to leave ShadowClan to chase his mate after the medicine cat's, Aderheart, vision from StarClan. Tigerheart lost his mate when she no longer wants to stay in ShadowClan. After traveling down a Silverpath (train tracks), Tigerheart found a group of cats that are called Guardian. They take in any sick or injured cats in, including DoveWing, Tigerheart's mate. After an arguement, the couple make up and stay with Guardian.<br />
<br />
Fog's group are driven closer to Guardian by five foxes. The land does not have enough food for both of them. During a fight over prey, Tigerheart accidently knocked into a Twoleg. The Twoleg, Fog's group, and Guardian all flee. This event triggers Twolegs setting up traps to catch cats. Some of the guardians were captured. Noticing that some of the traps are big enough for foxes. If the foxes are removed, then Gray's Group can return back their old hunting grounds and leave Guardian alone. If the foxes are removed, the herb patch will be safe to harvest. The Guardians with the help of Fog's group managed to trick the foxes to get into the cages.<br />
<br />
Spire, the healer, told Tigerhearts of his vision of a cat unable to keep the shadow under control. Tigerheart, Doveing, their three kits, and three guardian cats travel back to the clan. During the travel, they meet up with four ShadowClan cats that left ShadowClan due to Rowanstar's weak leadership. They join them after Berryheart giving birth to three kits. Tigerheart dies when saving Hallowkit, Berrheart's son, from a large owl. In StarClan, Tigerheart received his leader ceremony. With 8 new lives, Tigerstar (renamed from Tigerheart from the ledership ceremony) wakes up next to the moon pool (holy place) thanks to the party dragging his dead body here.<br />
<br />
Tigerstar is alive once more but want happened to the old ShadowClan's leader Rowanstar? How did he die? Why did the new ShadowClan leader get their nine lives?<br />
<br />
===Running a Game in this Time period===<br />
Have one of the player's love one leave because she don't believe that her kits should grow up in the clan. Describe that StarClan sent a message to the player with the love one to chase down the love one. The players leave the clan, unaware that their presence helped to keep the clan together. Set up a mystery that causes the players to follow Silverpath (train rails) that leads to Guardian.<br />
<br />
Once they found their love one, she is too close to giving birth to leave. The Guardian begin to have problems with foxes taking over a patch of herbs, herbs that can help the sick cat here and help pregnant cats if problems happen. Let the players decide the method of attack. Guardians are not good fighters but they are eager and fast learners.<br />
<br />
After driving out the foxes, the love one give birth to three kits. While searching for food, the players compete food with Fog's group. They are driven out of their home. Make the players encounter Fog's group multiple times until a fight breaks out. During the second round, one of the players walk into a Twoleg that no one noticed. The Twoleg screams. Everyone must free from screaming Twoleg unless they want deal with the fight response (as a fight or flee) of a frighten Twoleg.<br />
<br />
The next day, one of the guardians are caught in a Twoleg trap. Since that day Twolegs have been setting traps for cats. Once in a trap, it takes entire day to pry the door open. Twolegs often checks the traps once a day, making any cats caught by the trap forever lost. Tell the players that some of the traps are large, large enough to trap foxes. There are a few large traps near the herb patch. At the same time, let the players figure out that Fog's group does not want to fight foxes but are willing to help in any other way to remove the foxes. If the foxes are removed, they are willing to leave Gaudian cats alone once more.<br />
<br />
Once the kits are old enough to leave, Spire, healer of Guardian, has a message from StarClan for them. It is time to return home and save ShadowClan. The group travels home. Along the way they pick up four ShadowClan cats that left around the same time as the players. They do not want be ShadowClan with a weak leader like Rowanstar. Near the end of the journey, one of the players die by saving or protecting a life. Suggest to the players that bring them to the Moon Pool (holy site) would be a honoring his death. The player meets StarClan and becomes the new leader of ShadowClan. With 8 lives, the slain player lives.<br />
<br />
At the end of the adventure, inform how bad it is for the player to come back to life with 8 lives. This means that ShadowClan's old leader Rowan is dead. StarClan would not give the eight lives if ShadowClan choose a new leader. It means there is a high chance that ShadowClan is wiped out. It is worst than Kin taking over ShadowClan.<br />
<br />
;Challenges<br />
Foxes and Fog's group.<br />
<br />
;Group Restriction<br />
The five clans, loners, kittypets, and Gaudian. Kin and Tribe of Rushing water's Prey-hunt and gave-guard may be allowed.<br />
<br />
<br />
== Fall of ShadowClan ==<br />
The battle against the Kin does not prove that Rowanstar is a good leader. It is just that is a better than Darktail. Many cats, including outside of ShadowClan blames Rowanstar for allowing the Kin to take over his clan with great ease.<br />
<br />
SkyClan stays near ThunderClan's camp. During the clan meeting to talk about a permeant place for SkyClan, there was a lot of cats that desire SkyClan to return back the gorge. They don't want any more strange groups of cats. RiverClan's leader, Mistystar, stats that her border will be closes for sometime to recover from the Kin. She will not be joining any more clan meeting while they recover. She does not care about the discussion about SkyClan. She will support the other clan's choices. Tigerheart, Shadowclan's deputy, offer a part of ShadowClan's land for SkyClan in live on. While it is not enough land for SkyClan, it is better than nothing. Tigerheart speaking for ShadowClan is another proof that Rowanstar is a weak leader.<br />
<br />
;End of ShadowClan<br />
Tigerheart, ShadowClan's Deputy, leaves ShadowClan. In the next clan meeting, Rowanstar declares that he cannot control ShadowClan without Tigerheart. He offers all of ShadowClan to SkyClan. Leafstar, leader of SkyClan agrees. While ThunderClan and WindClan disagree with the merge, RiverClan is not part of the meeting due to healing up from battle with the Kin. It is too late. With this action, ShadowClan has become SkyClan. The five clans become four.<br />
<br />
;The Dead Walk Again<br />
Tree, a Tom (male cat), joins SkyClan after Violetpaw fetches him because StarClan guided her to him. Leafstar let him join because StarClan desire it. Tree, medicine cats, Rowanstar, and ShadowClan cats go to the location of the lake where Darktail drowns all cats that defy him. Tree causes all dead cats to be seen and interacted with the rest of the cats. The spirits tell Rowanstar to fight for ShadowClan, to save ShadowClan. Rowanstar refuses this fate and says that he is unfit to leader ShadowClan again. The last hope for ShadowClan is dead.<br />
<br />
If ShadowClan is dead, the four clans are doomed to perish.<br />
<br />
===Running a Game in this Time period===<br />
The players are from ShadowClan. They can see that Rowanstar's poor leadership has caused the Kin to take over ShadowClan. Once more Rowanstar is leading this clan to ruins. Tigerheart, ShadowClan's second in command, is a strong leader. He gave a part of ShadowClan's land to SkyClan as a sign of goodwill to SkyClan. He hopes that alliance will strengthen ShadowClan. Sadly, Rowanstar continues drive is clan to their death by trying to make SkyClan their enemy. One day Tigerheart simply disappear. It is rumored that he left to find his mate, who left after learning Rowanstar is once more leader. Without Tigerheart, no one listen to Rowanstar. As a bad leader he is, instead of choosing a new leader or second in command, he dumped the entire problem of leadership to SkyClan. Rowanstar single handed the entire ShadowClan to SkyClan and removed the name of ShadowClan. The players are ShadowClan cats that have to deal with joining with SkyClan and following Leafstar leadership. While not as bad as Rowanclaw (rowanstar step down as leader and took bad his warrior name), Leafstar's actions are not always a popular choice.<br />
<br />
;Challenges<br />
Dealing with the merge with SkyClan and ShadowClan no longer existing.<br />
<br />
;Group Restriction<br />
The five clans, loners, kittypets, and Sisterhood. Kin and Tribe of Rushing water's Prey-hunt and gave-guard may be allowed.<br />
<br />
<br />
==ShadowClan-SkyClan Conflict==<br />
;Rebirth of ShadowClan<br />
Tigerstar, leader of ShadowClan, returns home. Leafstar, leader of Skyclan, sees that StarClan wishes to have ShadowClan to continue exist. She allow any ShadowClan cats to leave SkyClan and join Tigerstar. But she will not give any land to ShadowClan. Leafstar has no desire to be back in a bad spot of not having land again. Tigerstar agrees with the terms. Most of ShadowClan leaves, as once more, they see Leafstar as a bad leader. They have seen Tigerstar's leadership when he was deputy to Rowanstar, the last ShadowClan leader. They believe that Tigerstar is finally a strong leader that ShadowClan badly needs. As ShadowClan leaves both parties are aware that the next time they meet, it will most likely in battle for land.<br />
<br />
ShadowClan settled outside of SkyClan's territory.<br />
<br />
;Spark of War<br />
By the time of the next clan meeting, ShadowClan is restored to its former glory. During the meeting, Tigerstar demanded that ShadowClan can hunt in the land that they gave up to SkyClan moons (months) ago. Tigerstar states that they can keep the land, just allow ShadowClan to hunt in it. LeafStar outraged and declares that no ShadowClan can hunt their lands. TigerStar threatens that if they are not allowed to have it, they will take it back by force.<br />
<br />
;Invasion of SkyClan<br />
After a failed hunting mission into SkyClan, ShadowClan sneak into the camp. They destroyed the dens and poison the prey-pile before they are noticed by SkyClan. Seeing how low ShadowClan is willing to do, the other three clans doing nothing in their time of need, and a safer place back at the gorge. They decide to return back to their old home. If the clans will not help them in need, then the clans can be alone when the danger comes to them.<br />
<br />
ShadowClan reclaims their old land and things return to normal, almost.<br />
<br />
;Betrayal<br />
ThunderClan, WindClan, and RiverClan sent a group of cat to bring SkyClan back to the lake. After some convincing, SkyClan return. All the clans match up to ShadowClan and demanded to speak to Tigerstar about the crimes Juniperclaw, the cat that poisoned the prey-pile. After a bit of resistance, they are let in. Tigerstar says that his deputy, Juniperclaw, is not guilty. Bramblestar, ThunderClan leader, demands to speak with Tigerstar's nephew, Juniperclaw. Juniperclaw was brought up. After some grilling, it was found out that he did poisoned the prey-pile. He did it so that fight will end without bloodshed. Juniperclaw was stripped of his role and imprisoned. He latter escaped and found dead after protecting some of the ShadowClan's cats.<br />
<br />
;Peace<br />
After some debate, SkyClan is given land between ThunderClan and ShadowClan. RiverClan and WindClan gave up some land to ThunderClan and ShadowClan. This arrangement allowed SkyClan to have land in the lake and that each of the clans have equal land.<br />
<br />
===Running a Game in this Time period===<br />
Players are from ShadowClan or SkyClan.<br />
<br />
If the game is in ShadowClan, <br />
<br />
Describe the land that ShadowClan is not enough to feed everyone. They have no desire to gain land, just to get enough prey to feed the hungry cats. Tigerstar thought of the best way to make everyone happy. SkyClan keeps their land but allow ShadowClan to hunt in the land that ShadowClan gave up few moons (months) ago. This way, everyone is happy. TigerStar offer the deal in the clan's meeting. Leafstar refuses this offer, saying that it is not part of the Warrior's Code to allow cats pass the border. Tigerstar begs the other clans to give up some of their land. ShadowClan is left with the same answer: no. Left with no choice, ShadowClan enters war with SkyClan.<br />
<br />
The next day, Juniperclaw, the deputy, picked the players to join him to meet with Leafstar for their schedule meeting to resolve this problem. When the player with Juniperclaw meet up with Leafstar and her group at the border, Leafstar demands to meet with Tigerstar. Juniperclaw responded that the leader is busy, he is here to full fill the role. After some argument, insults, and saying ShadowClan is disrespectful, the meeting starts. Leafstar explains that crossing into another Clans' land is against The warrior code, but finishes by insulting the ShadowClan leader, claiming that he must have forgotten it while he was away. Juniperclaw snarls that he knew Leafstar would be unreasonable. Both sides get angry from the disrespect from both sides. It is up to the players to help Juniperclaw or calm down the argument. Before anything has been discussed or a fight start, a dog and three Twoleg approach. Both sides flee before the dog notice them.<br />
<br />
The next day, Juniperclaw tell the players to go hunt in SkyClan's land. They have to risk the dangers to keep the clan feed and alive. As the players cross the border, Skyclan ambush from above. Quickly, it is obvious that this is not winning fight. The players have to flee.<br />
<br />
That night, Juniperclaw pull the players from their sleep. He says that plans to damage SkyClan's camp to demoralize SkyClan. The group stealth into SkyClan's camp. Make them make rolls to be stealthy and ability to destroy. When SkyClan noticed, the players noticed that Juniperclaw tried to get a vole (bird) from prey-pile before dropping it to gain more speed.<br />
<br />
The next day, SkyClan leaves the lakes. ShadowClan wins. It feels hollow. ShadowClan gets their land in exchange of getting rid of SkyClan.<br />
<br />
Several days latter, all the clans, including the newly returned SkyClan. They claim that Juniperclaw poisoned the prey-pile. Juniperclaw is brought up for judgement. It is up the player to protect Juniperclaw or figure out the truth. Eventually, Juniperclaw tells the truth and reveal that he did poison the prey-pile. He is sentenced to prison. He latter escaped and save the players from an attack of a wild animal.<br />
<br />
The five clans work together and divided the land evenly with SkyClan between ThunderClan and ShadowClan.<br />
<br />
If the players are in SkyClan,<br />
<br />
Describe that SkyClan worked hard to get to the lake and gain land. Many cats disrespect SkyClan and compare them to Kin, an evil group of cats. SkyClan have to prove that they are not weak and belong with the clans. During the meeting of the clans, Leafstar declares that ShadowClan has been hunting in SkyClan. Tigerstar defends that there is not enough prey to feed ShadowClan. Tigerstar offers that SkyClan should allow ShadowClan to hunt in their land. Leafstar refuses this offer, saying that it is not part of the Warrior's Code to allow cats pass the border. Tigerstar begs the other clans to give up some of their land. ShadowClan is left with the same answer: no. Left with no choice, ShadowClan enters war with SkyClan.<br />
<br />
The next day Leafstar, leader of SkyClan, chooses the player to come with her. She is meeting with Tigerstar for their schedule meeting to resolve this problem. When the player with Leafstar meet up with Juniperclaw and his group at the border. Leafstar demands to meet with Tigerstar. Juniperclaw responded that the leader is busy, he is here to full fill the role. This is unspoken message that Tigerstar does not think SkyClan is a real clan and not worth his time. This is a grave insult. After trying to meet with the leader and failed, the meeting starts. Leafstar explains that crossing into another Clans' land is against The warrior code and reminding Juniperclaw about the warrior code. Juniperclaw snarls that he knew Leafstar would be unreasonable. Both sides get angry from the disrespect from both sides. It is up to the players to help Leafstar or calm down the argument. Before anything has been discussed or a fight start, a dog and three Twoleg approach. Both sides flee before the dog notice them.<br />
<br />
At the crack of dawn, the players have been ordered to set an ambush near the border. There is a good chance that ShadowClan will ignore all warning and hunt in their land. Leave it up to the players on how to set an ambush. After an hour, ShadowClan walking into their ambush. Let the players start the combat. The players overpower the hunting party. ShadowClan flee and SkyClan wins.<br />
<br />
The night, one of the players wakes up to a strange sound. As they leave the den, they noticed Juniperclaw, ShadowClan's deputy, stealing a vole (bird) from the prey-pile. SkyClan is being raided. When Juniperclaw noticed that he was spotted, he drop the prey in favor for speed. Players noticed that the ShadowClan fleeing and not desiring to engage. If the players give chase, ShadowClan managed to disappear into the darkness near the border. The camp walls are damaged but nothing else is wrong.<br />
<br />
The next day, the SkyClan rebuilds the camp in low spirits. Even Leafstar voice negativity of being at the lake. Everyone is close from giving up and returning back to the peaceful gorge. The player's favorite cat gets seriously ill. After a few moments, Frecklewish declares that they were poisoned by deathberries. It was found that the vole has deathberry. Deathberry eaten whole would kill a cat very quickly. Thankfully, there was not enough deathberry to kill an adult cat. But if a kit or an elder eats it... it would been death. This was the last straw. It is better to be at the gorge, old home, over worrying that prey can kill them or their camp is attacked.<br />
<br />
SkyClan leaves and let ShadowClan have the land. A few days after, cats with the combination of ThunderClan, WindClan, and RiverClan approach SkyClan. They are sorry for not supporting SkyClan in their time of need. They and StarClan wants them back. Let the players decide to return back to the clans. If they are thinking of leaving, make their favorite cat become ill. Not from deathberry but with a whitecough. If not treated, it can become lethal. Returning would give the herbs and rest to recover.<br />
<br />
When they return, everyone matches to ShadowClan. They wish to hold a trial for Juniperclaw. He is the one that poisoned the prey-pile. Tigerstar defends for his deputy. Juniperclaw is summoned. It is up to the players to get the truth out of Juniperclaw. He finally spills that he poisoned the prey-pile to avoid bloodshed. He is sentenced to prison.<br />
<br />
The five clans work together and divided the land evenly with SkyClan between ThunderClan and ShadowClan.<br />
<br />
;Challenges<br />
The fight between ShadowClan and SkyClan.<br />
<br />
;Group Restriction<br />
The five clans, loners, kittypets, and sisterhood. Kin and Tribe of Rushing water's Prey-hunt and gave-guard may be allowed. <br />
<br />
<br />
== Sisterhood's Prisoners ==<br />
:Land Problems<br />
In the next clan meeting, WindClan, ShadowClan, and RiverClan desire to get their land back. The new borders are not working for them. ThunderClan and SkyClan wishes to stop moving the borders. It has caused too many problems. Squirrelflight, ThunderClan's deputy, speaks up and ask about the land beyond the abandoned Twoleg place. SkyClan are unsure about the plan but the rest of the clans agree.<br />
<br />
The next day Squirrelflight, Bramblestar's mate, sneak out of the clan after an argument with BramblesStar, ThunderClan's leader. She went up to SkyClan and discuss her plan to scout out the new land. Leafstar, SkyClan's leader, and Squirrelflight left by themselves to scout the possible SkyClan's land.<br />
<br />
When they arrived, large cats approach. Squirrelflight tells them of their reason to scout. The group introduce themselves as Sisterhood. They are staying in this land until one of their cat's litter becomes old enough to travel. Sisterhood know about how protective the clans are about land. They kidnap the two. Even as prisoners, Sisterhood do their best to make Squirrelflight and Leafstar feel best in their forced stay.<br />
<br />
Two mornings later, SkyClan and ThunderClan arrive at Sisterhood's camp to save the pair. Squirrelflight and Moonlight, sisterhood's leader and expecting mother, explains the reason of the capture. Under his mate's word and appearing healthy, Bramblestar halts the rescue team. After a discussion, SkyClan promise to not attack Sisterhood for one or two moon (month). Sisterhood agrees and let the captives free.<br />
<br />
;Battle for Sisterhood<br />
ShadowClan, RiverClan, and WindClan are not happy that the Sisters are preventing SkyClan from moving and regaining their old land. Impatient they attack SisterHood with ThundClan supporting them and SkyClan's aproval. When they realized that Sisterhood was not moving because of kits, they back away. But the damage was done, the mother died protecting her kits.<br />
<br />
;Aftermath<br />
SkyClan moved into their new home. They protect Sisterhood from future clan battles. While a bit guilty, all the clans are happy with the results.<br />
<br />
===Running a Game in this Time period===<br />
In the next clan meeting, WindClan, ShadowClan, and RiverClan desire to get their land back. Let the players be the one to offer the idea of moving SkyClan to the a new land beyond the abandon Twoleg nest. Their plan is quickly accepted.<br />
<br />
The next day, the players are chosen to scout the new land. While exploring the new land, they are greatly outnumber by the biggest cats they ever seen. Once the cats learn the reason of the scouting party to be here, they become friendly and introduce themselves as Sisterhood. They say that they are a traveling group of cats. They need this land as their leader is about to have kittens. Sisterhood explains that they will be taken as hostage to prevent the land obsessed clan cats from attacking. While in the camp, Sisterhood treat their "guest" very well. They try their best to make their stay pleasant as possible. Let the player grow attached to Sisterhood and learn their ways.<br />
<br />
A few days latter, an army of cats arrive to save the captured cats. It is up to the players to say nothing and let the fight begin, run to the group in hope of escape, or try to reason the army to stand down. The army refuses to leave without the captured cats but Sisterhood refuses to let go the cats in fear of being attacked. Guide the players to the solution is that Sisterhood release them in exchange clan will not attack Sisterhood until the kittens are old enough to leave.<br />
<br />
At the next Clan meeting, the clan leaders grow impatient. They peer pressure ThunderClan to help to drive Sisterhood out. And the combined four clan convinced SkyClan to allow this attack. The players should leave their clans in the middle of the night to warn Sisterhood. When they arrive Moonlight just gave birth. The kits are unable to be moved for another few days, far too late. The Sisterhood are willing to die for the kits. It is up to the players on how to resolve this problem. The Clan leaders cannot be convinced and will attack Sisterhood today. The Sisterhood protectively guard the kits and unwilling to be moved. In a clash of the two parties, Sisterhood will be slaughtered.<br />
<br />
The clans arrive and demanded Sisterhood cats to leave. They refuse and battle begin. At the start of the fight, tell the players that this battle is unwinnable but they try to guide the fight to cause less cats to die. After kits forcibly moved from there home and their mother and Sisterhood leader is dead, the clans back away. SkyClan soon arrive and claim the land. They protect the Sisterhood from future problems.<br />
<br />
There is no good ending for this story.<br />
<br />
;Challenges<br />
Stubborn and protective Sisterhood and impatient clans.<br />
<br />
;Group Restriction<br />
The five clans, loners, kittypets, and Sisterhood. Kin, Guardian, and Tribe of Rushing water's Prey-hunt and gave-guard may be allowed.<br />
<br />
<br />
== Rise from the Ashes: WarriorClan==<br />
"The last of the Clans have gone from this place, [...] WarriorClan keeps our memory alive, but even what they know of the Clans is far from the real story."<br />
<br />
—Graystripe<br />
<br />
A few adventurous kittypets meet with Smudge, an old kittypet, and Barley, an old farm cat. They told great tells about Clans that used to live here. Inspired, the adventuring Kittypets play a game called: WarriorClan.<br />
<br />
Graystripe, in his old age, decided to visit his son for the last time in the tribe of Rushing Water. While there, he received a message from Tribe of Endless Hunting (spirits of the tribe) that his duty on this world is not yet over. A shadow looms over their old home: forest. The elder traveled back to the old clan's territory. Everything is strange, now that Twolegs covered the land with their nest. In the old RiverClan's land, he was attacked by a group of cats.<br />
<br />
After some civilized talk, Graystripe learn that they are WarriorClan: a group of Kittypets pretending to be one of the clans. WarriorClan went crazy when they learn that Graystripe was from ThunderClan. Under his guidance, he helped to set up a proper deputy and medicine cats. Under his watchful eye, the group expanded to include nearby loners and set up a proper camp. Graystripe taught them the basics of hunting and fighting. Once the WarriorClan looked stable enough without his guidance, Graystripe left to return home in ThunderClan.<br />
<br />
===Running a Game in this Time period===<br />
This is an interesting part of history. Players can play as cats from the four clans visit the Tribe of Rushing Water. During the visit, Tribe of Endless Hunting tell the visiting cats about a shadow that looms over the old clan grounds: Forest. They travel to the ex-forest, now Twoleg village. While visiting RiverClan, they are attacked by WarriorClan. With no real training, they are as harmless as a new apprentice. As long no blood is spilled, the WarriorClan could stand down and talk. Once they learn about the traveling cat's home, they grow excited and beg to teach them<br />
<br />
For groups enjoying building up a town, this is a perfect setting. WarriorClan live in one of the most peaceful place on earth. The recent Twoleg expansion has scared away any dangerous wild life. With a great portion of WarriorClan go back to their Twoleg at night, food and health is not a problem. It is a stress free clan building adventure.<br />
<br />
;Conflicts<br />
Other than accidents, there is no danger around WarriorClan. The only struggle is to convince loners around to join WarriorClan. Hunting parties and medicine cat will be needed as the population of ex-loners grow in the clan.<br />
<br />
;Group Restriction<br />
The all six clans, loners, and kittypets are allowed. Kin, Sisterhood, Guardian, and Tribe of Rushing water's Prey-hunt and gave-guard may be allowed.<br />
<br />
----<br />
{{5e Campaign Settings Breadcrumb}} &rarr; [[Warrior Cats (5e Campaign Setting)|Warrior Cats]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Supplement]]<br />
[[Category:5e Warrior Cat Setting]]</div>Levelnom1https://www.dandwiki.com/w/index.php?title=Geography_(Warrior_Cats_Supplement)&diff=1777544Geography (Warrior Cats Supplement)2023-11-12T16:29:21Z<p>Levelnom1: /* Sun-drown-place */</p>
<hr />
<div>{{Copyright Disclaimer|owner= Eric Hunter|franchise=Warrior Cats}}<br />
<br />
=Geography=<br />
The Warriors Cats are based in modern earth. Some places have two names: one by the cats and the other is given by Twoleg (us) of the real place on Earth. There is three main locations that most of history takes place: {{inpage|Forest}}, {{inpage|Lake}}, and {{inpage|Mountains}}.<br />
<br />
== Forest ==<br />
<div class="externalimage-holder" style="width:20%;float:right;"><br />
{{5e Image|float:right|https://static.wikia.nocookie.net/warriors/images/3/37/Mapwarriors.jpg| }}</div><br />
<br />
Despite its name, only a small part of the region is covered by actual forest; mainly the eastern part claimed by ThunderClan as their hunting grounds. The rest are hills, grassland and marshes. A river, named River Chell, cuts through the region, making up the border between RiverClan and their two neighbors, ThunderClan and WindClan. A Thunderpath, named Windover Road by Twolegs, makes up the border between ShadowClan and ThunderClan. A smaller Thunderpath, named North Allerton Road, comes from the north.<br />
<br />
===RiverClan Major Sites===<br />
RiverClan claims the southwestern part of the region, on the right bank of River Chell. Their territory consists of open plains, and their camp is on a large, well-drained island, surrounded by reeds, that can be reached only by swimming (although such an island does not appear on the map).<br />
<br />
====Beech Corpse====<br />
The beech corpse is a thicket of beech trees with a clearing, in which RiverClan warriors train apprentices in both hunting and battle skills. In leaf-bare (winter), a meadow can be seen from the clearing. The meadow overlooks the River to WindClan's moors. In the same area, willow trees are found too, that create shelter<br />
<br />
====Camp====<br />
he RiverClan forest camp is on a large, well-drained island and is surrounded by reeds and sedge. There is swallow water surrounding it. It can be reached only by swimming or by the stepping stones, and as cats from other Clans cannot swim, the camp is rarely attacked. The Clan leader sits on a large rock near the edge of the camp with a shallow stream surrounding it. All dens are made up of tightly woven reeds. Cats weave feathers in the reeds and decorate the edges with rocks and shells. Floods present a danger. The dens are capable of floating during a flood. There is a well-trodden grass track leading away from the sedges and between thick bushes of the camp. The camp itself is in a clearing.<br />
<br />
'''Nursery''' The nursery is tucked away into a thick sedge wall. It is made of willow branches and reeds.<br />
<br />
'''Apprentices' Den ''' The apprentice den has a warm coating of moss on it.<br />
<br />
'''Medicine Cat's Den''' The medicine den is surrounded by deep olive sedge. It opens to a small clearing with a nest on one side. The herb storage is in a small hollow in the sedge wall where little caves are dug into the ground to store herbs. Its opening is draped by moss.<br />
<br />
'''Warriors' Den''' The warriors' den is woven against a fallen and thick tree.<br />
<br />
'''Elders' Den''' The elders' den is at the high end of a slope. It is made of woven willow stems.<br />
<br />
'''Leader's Den''' The leader's den is built of willow stems and woven into the roots of the ancient willow.<br />
<br />
====Sunning Rocks====<br />
This is sometimes in RiverClan while other times in ThunderClan as this location is constantly fight over.<br />
<br />
Sunningrocks is located to the eastern shore of the river in the forest territories. Along the shoreline of the river, the area is sandy. It is a large granite rock formation, with smooth gray boulders. On one side, it faces the sun, while the other side is sheer, overshadowing the river. The smooth rocks are flat, making them a desirable location for cats to sunbathe and rest. Within Sunningrocks there is cleft where cats are able to shelter in. In the rocks, prey is able to hide in small cavities between the boulders. Between where Sunningrocks and the forest meet there is said to be an abundance of prey nearby.<br />
<br />
====Others====<br />
* The river itself, a source of prey for the cats. It follows a gorge that comes to a waterfall (Druid's Leap), then continues through the plains. RiverClan cats can swim through it, but there is also a Twoleg bridge that makes crossing safe when the water is high.<br />
* South of the camp is Morgan's Farm, a Twolegplace with a campsite next to it.<br />
* Near RiverClan is a giant gorge, known for its raging currents that can take a cat’s life<br />
<br />
===ShadowClan Major Sites===<br />
ShadowClan claims the northeastern part of the region, their territory consisting of marshy and damp ground with few trees. It is bordered by a Thunderpath to the south that has a tunnel underneath that permits crossing into ThunderClan grounds. Their camp is in a hollow with muddy ground, surrounded by brambles.<br />
<br />
====Camp====<br />
The ShadowClan forest camp is in a hollow with muddy ground surrounded by brambles and pine trees. The entrance is through a thorn tunnel. On the opposite end of the clearing is the Clanrock, a smooth boulder covered in lichen, and is used by the leader to call meetings. The Clan's dens are shallow hollows surrounded by thorns, and lined with moss and pine needles.<br />
<br />
'''Nursery''' The nursery is in a hollow, shielded by a thorn bush.<br />
<br />
'''Warriors' Den''' The warriors' den is under a large bramble bush.<br />
<br />
'''Medicine cat's Den''' The medicine cat's den is in a cave under two boulders, one being the Clanrock. The cave is a tiny clearing edged with thick ferns. On the far side, is a pool of water with pine trees overhead. Herbs are stored along one side of the clearing in tiny holes covered with ferns.<br />
<br />
'''Elders' Den''' The elders' den is underneath thick branches with a stump. A broken tree stump with new sprouts is not far.<br />
<br />
'''Leader's Den''' The leader's den is beneath the roots of a big oak tree.<br />
<br />
'''Prison''' The prison is a small pit in the far corner of the clearing, kept covered by a pile of leaves and twigs.<br />
<br />
====Carrionplace====<br />
Located northwest of the ShadowClan camp, the Carrionplace poses as a source of prey during rough leaf-bares (winter) for the Clan. The place itself is described as downright disgusting due to the Twoleg (humanoid) rubbish piled in heaps. The putrid stench of the Carrionplace is also quite notable and is able to smelt fox-lengths (roughly a yard) away. The edge of Carrionplace is also fenced off, with a silver mesh (chain link wall)<br />
.<br />
ShadowClan cats often raid the area for the large rats that live there for prey. This poses a threat to the cats due to injuries they are able to sustain and the infection that often follows. Inside of Carrionplace there are also large, yellow monsters that occupy the area as well.<br />
<br />
====Others====<br />
* South of the camp is the Burnt Sycamore, an ancient tree that was burnt by lightning long ago. ShadowClan apprentices learn their night hunting and quiet stalking at this tree.<br />
* Southwest of the camp are two Twoleg tunnels that cross under the Thunderpath. One leads to Fourtrees; farther to the west, the second leads into WindClan territory.<br />
<br />
===SkyClan===<br />
SkyClan lived in a woodland area in the far southeastern part of the region. Their territory was destroyed a long time ago, and little is known about it.<br />
<br />
====Camp====<br />
The SkyClan forest camp is surrounded by brambles. On one side of the camp clearing is a hazel bush. It's fresh-kill pile is underneath an elderflower tree. There is also a tree stump in the center of the clearing that warriors sun themselves on. The Clan leader sits upon the thin branches of a gnarled thorn tree. The Twoleg nest where Smudge lives is built right on top of the old SkyClan camp.<br />
<br />
'''Apprentices' Den''' The apprentices' den is beneath some ferns.<br />
<br />
'''Medicine Cat's Den''' The medicine cat's den is lined with branches that moonlight shines through.<br />
<br />
'''Leader's Den''' The leader's den is beneath an elderberry bush.<br />
<br />
'''Elders' Den''' The elders' den is underneath some bushes. Just beyond it is a stream at the edge of the camp<br />
<br />
===ThunderClan Major Sites===<br />
ThunderClan claims the southeastern part of the region, their territory consisting of deciduous woodland, named White Hart Woods by Twolegs. Their camp is in a sandy ravine that used to be a riverbed long time ago, surrounded by brambles.<br />
<br />
====Camp====<br />
he ThunderClan forest camp is in a small, sandy ravine that used to be a riverbed a long time ago. From the top of the ravine, nothing but the same undergrowth present in the rest of the forest is visible. The bottom of the ravine, where the the camp entrance--a tunnel through thick gorse--lies is reached by traversing down boulders. The camp entrance is a tunnel through a thick patch of gorse. The grass inside the tunnel is flattened and strong-smelling.<br />
<br />
The camp itself consists of a clearing edged with thick grass and dotted with tree stumps. At the center of camp, the ground is hard and bare. A thick curtain of ferns and gorse shields the camp, and it is also surrounded by brambles. There is a tall boulder at the head of the clearing, called the Highrock, used by the Clan leader to call meetings. A vast, sandy clearing stretches to the Highrock, and there is scuffed earth at its base. Additionally, the fresh-kill pile usually lies at the side of the clearing. <br />
<br />
'''Nursery''' The nursery is under a thick bramble bush that appears impenetrable. There is a gap in the bush that leads to the clearing. Beside the nursery on one side is the warriors' den, and on the other is the apprentices' den. Additionally, the dirtplace is behind the nursery, as well as a secondary way out of camp.<br />
<br />
'''Apprentices' den''' The apprentices' den is in a clump of ferns in a corner behind a mossy tree stump where the apprentices share fresh-kill and in front of a towering barrier of gorse. It is beside the nursery.<br />
<br />
'''Warrior's den''' The warriors' den is under a bush of an unknown type with low-hanging branches. Near it is a nettle patch either under or very close to under Highrock. The warriors' den is beside the nursery and a few paces from Highrock, and is also has a clear view across camp of the gorse entrance, as well as being across the clearing from the elders' den, and having a clear view of the prisoner's den. It is said that the senior warriors sleep near the center, the warmest area. It is also an honor that senior warriors invite younger warriors to eat with them by the bush.<br />
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'''Medicine den''' The medicine den, located in a shadowy corner of camp, is in a grassy clearing, the entrance to which is a tunnel of ferns. On one edge of the clearing is a small pool of water. The clearing is surrounded by ferns on all sides except for where the medicine den, a rock split down the middle by a large crack, sits. Sick patients are kept in openings in the ferns, while herbs are stored in the large rock where the medicine cat sleeps.<br />
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'''Elders' den''' The elders' den is a patch of lush grass sheltered by a fallen tree's tangled branches. It is entered under a jutting branch of the fallen tree through a maze of twigs that eventually leads to an empty space inside. Grass, moss, and ferns sprout from every crevice in the tangle of wood. It is on the opposite end of the same fallen tree that houses the prison. From the perspective of the warriors' den, it is past the medicine den. From the perspective of the nursery, it is beyond the nettle patch that is by Highrock and the warriors' den.<br />
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'''Leader's den'''' The leader's den is a cave in Highrock which was carved out by an ancient stream, with lichen hanging over the entrance. Inside the den is a quiet cove with a smooth floor and walls, a mossy nest at one side.<br />
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'''Prison''' The prison is at the other end of the fallen tree where the elders gather to eat and sleep, out of their earshot but easily visible from the warriors' den. The prisoner's nest sits up against its mossy trunk. <br />
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'''Dirtplace''' The dirtplace (bathroom) is a sandy area bound by nettles behind the nursery.<br />
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'''Emergency Exit''' A secondary way out of camp through a wall of ferns[51] found behind the nursery. It is said to be the easiest way to sneak out of camp.<br />
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====Snakerocks====<br />
Snakerocks is located in the forest territory of ThunderClan. It is east of ThunderClan camp, past the Great Sycamore. To the north of it lies the Thunderpath that borders ShadowClan territory. Snakerocks is located in a steep grassy clearing surrounded by rowans, ferns, and thick undergrowth. There is a leafy bank that spills onto the top of these rocks. The rocks are a steep, tumbled pile of smoothed, rounded, sand-colored and dark gray rocks. The rocks themselves are covered in deep cracks and clefts, providing places for adders to hide. Underneath Snakerocks is a large cavern that is able to provide shelter to animals larger than cats, such as dogs. The rocks are a good place to find chervil, yarrow, and catmint, but, serve as a dangerous site due to the adders that are found more commonly. It is unsafe for untrained apprentices to venture to Snakerocks alone due to the adders.<br />
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Despite being used as a hunting ground, Snakerocks attracts little prey outside of adders due to the snakes. The adders often hide in the crevices of the rocks. However, voles, squirrels, mice, shrews, and rabbits can be found here Badgers and foxes have also been known to hang around Snakerocks at times too. To avoid the adders, ThunderClan cats usually hunt during leaf-bare (winter), when it is too cold for the snakes<br />
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====Great Sycamore====<br />
It is located near Snakerocks, east of the ThunderClan camp, closer to the ShadowClan border. It is one of the tallest trees in the forest, described as a gigantic tree with its crown stretching beyond the canopy that shields the sky. Its branches are strong all the way to the ends, and its roots are thick, twisting around its base and burrowing far into the earth. Young apprentices learn and master their climbing skill and dare one another to climb higher. Sometimes, it can also serve as the use of an ideal hunting place or a place to master stalking. It is the only tree not destroyed when Twolegs destroy the forest.<br />
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====Owl Tree====<br />
The Owl Tree is found close to Fourtrees territory and the river, to the west of ThunderClan's camp. In between it and the Clan's camp, the sandy hollow can be found. The tree itself is a massive oak that towers above the other surrounding flora. In the trunk there is a hole where an owl takes residence, as told by the scent and the owl pods found at the base of the tree's roots. Despite the danger of the owl, ThunderClan cats use the owl's own hunting abilities to their advantage, following the bird to find more prey on windy nights.<br />
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====Sandy Hallow====<br />
The sandy hollow is located in the forest territory of ThunderClan. It is southwest of ThunderClan's camp. Entering the clearing, there is a small slope downwards. The area is sheltered from the surrounding trees during the seasons, most notably leafbare (winter). The earth is a mixture of red sand and dirt. At one point in time, a river ran through the hollow, but, it remains only as a stream beyond a rise in the surrounding area.<br />
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The primary use of the sandy hollow is for ThunderClan's warriors and their apprentices to practice their battle moves. This is due to the softness of the earth as to not harm the young, training cats as they tussle. At times, ThunderClan warriors also use the hollow as a meeting place before their apprentice's assessments.<br />
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===WindClan Major Sites===<br />
WindClan claims the western part of the territory, wedged between the Thunderpath and the river, consisting of rolling moorland named Windover Moor by the Twolegs. Their camp is in a sandy hollow, surrounded by gorse.<br />
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====Camp====<br />
The WindClan forest camp is in a sandy hollow, surrounded by gorse bushes and heather. The entrance is through a heather tunnel. A tall, dark granite boulder in the middle of the hollow called the Tallrock, is used by the leader to call meetings in shallow hollow called the Meeting Hollow.<br />
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'''Nursery''' The nursery is under a thick gorse den with branches of a hawkthorn tree hanging over it.<br />
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'''Aprentices' Den''' The apprentices' den is underneath a gorse bush, though the wind still streams through it. There is a smooth boulder that holds back the roots of the bush where the wind isn't as sharp.<br />
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'''Warriors' Sleeping Spots''' WindClan's warriors don't have a dedicated den but instead sleep under the stars. When the Clan was divided into tunnelers and moor-runners, the tunnelers made their nests by a bracken patch, while the moor-runners made their nests within tall grasses.<br />
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'''Medicine Cat's Den''' The medicine cat's den is located in a scooped-out cave with a gorse screen on one side. The floor is sandy. There is a grinding stone, a wide stone at the side of the gorse cave.<br />
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'''Elders' Den''' The elders' den is made of gorse at the far end of the clearing. It is near the Hunting Stones, smooth, low rocks in the grass nearby and are surrounded by heather and moss. There is an additional small rock cluster near their den.<br />
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'''Leader's Den''' The leader's den is underneath a gorse bush at the far end of the clearing.<br />
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====Others====<br />
East of the camp is the Outlook Rock, a large rock from where the moorland can be overseen.<br />
South of the camp is an abandoned badger set, a source of prey.<br />
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===Nearby Sites===<br />
====Barley's Barn and Broken Nest ====<br />
Barley's farm, also known as Windover Farm, is a Twoleg (humanoid) nest at the edge of WindClan's territories in the forest. It is home to Barley, a friendly loner and has been used by the Clans, most notably ThunderClan, as a point of refuge and shelter.<br />
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;Description<br />
The farm is made up of a barn, a stable, chicken coop, and a Twoleg nest where the Twolegs live. Inside the main barn are lofts and is where hay is primarily stored. The hay acts as a material for nests while the lofts are where cats can sleep away from the disturbance of Twolegs. From the lofts, cats are able to access the roof of the barn to drink from the gutters. Also in the area is an old abandoned Twoleg nest that is still able to offer shelter to large groups of cats.<br />
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The farm is primarily occupied by a pair of Twolegs that tend to the farm and at times leave food out for the cats, and offer care when needed. Despite the offer of kittypet food, the barn is also home to countless mice that is the preferred prey of the cats living there and any guests.<br />
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Barley is the main inhabitant of the farm, and was accompanied by his partner, Ravenpaw. Barley moved in after escaping BloodClan. However, over the moons the farm has seen other cats come and go.<br />
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;Broken Nest<br />
The broken nest is located in an overgrown field, surrounded by foliage. The stone walls of the nest are full of holes and cracks where stones had fallen out. Inside the nest is a bare patch of ground where weeds have burrowed through under the walls. Originally, the broken nest had half a roof, but by the time the cats leave the forest, the roof has entirely disappeared. In the middle of the nest sits a fallen stone.<br />
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====Four Trees====<br />
The Fourtrees, also known as Druid's Hollow by Twoleg (humanoid), are located in the middle of the Clans' territories in a steep, large hollow. The hollow is circular and the top of the hollow is lined with ferns and bushes. The four trees are positioned in a circular manner with one tree in each corner. They are also referred to as the Great Oaks. Near the center, and off to one end of the large oak trees is a large, jagged rock called the Great Rock. The rock is several tail-lengths high and sometimes cats can have difficulties climbing up its tall sides, though there is a ledge on one side that cats can use to climb to the top. The Clan leaders sit on top of the Great Rock and share their news during Gatherings. Twolegs have also built a path to Fourtrees.<br />
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Fourtrees has a special connection with StarClan as it was the first location of the spirit cats' appearance. StarClan continued to regularly meet with the founders at Fourtrees during the founding of the Clans. StarClan oversees the truce held at Fourtrees and is capable of sending clouds and lightning to end the Gatherings if the Clans argue. StarClan can even kill combaters with lightning in extreme circumstances. Fourtrees appears as a location in StarClan, serving as the place where Clan leaders receive their nine lives. Fourtrees is also an important burial area, serving as the grave for those who died in the first battle and Quiet Rain, who is buried underneath the Great Rock.<br />
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Fourtrees is also a symbol of the four Clans—ThunderClan, RiverClan, ShadowClan, and WindClan, though this excludes SkyClan, an idea that Firestar challenges as ridiculous.<br />
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====Highstones, Mothermouth, and Moonstone====<br />
Highstones, also known as devil's finger by Twoleg (humanoid), are the three tall, craggy peaks, though not as tall as the mountains where the Tribe of Rushing Water live. The peaks are narrower and lower than the ones in the mountains. Highstones can easily be seen from far away. The landscape leading up to the Highstones is covered in rough, bristly grass dotted with large boulders, with rocky soil and patches of heather. Highstones is on the very edge of the forest territories in the west. It is neutral ground, unclaimed by any Clan, just as Fourtrees isn't claimed by any Clan, though it is divided by a Thunderpath (road). WindClan lives closest to Highstones, and RiverClan and ThunderClan cats must cross WindClan grounds to reach it. Cats are supposed to be given free passage by WindClan, but this law is not always obeyed.<br />
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Highstones is also home to Mothermouth, an abandoned Twoleg mine, and the Moonstone. The cave entrance is a square and black hole, and yawns beneath a stone archway. Inside Mothermouth is a tunnel leading to the Moonstone. The air inside is cold and stale, with a tang of dust and stone. Mothermouth also has two tunnels, one to the Moonstone (quartz), and the other that goes somewhere deep into the earth. Cats must find their way through a tunnel by using their whiskers to feel the edges of it, or by following the scent trail of the cat ahead of them. There are tunnels branching off in opposite directions, but only one leads to the cavern. It is much like a maze. The "right" tunnel has tall, smooth walls glistening with moisture. It is a rough, downward slope.<br />
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The Moonstone is a sacred place to the Clans, as it is a means for Clan leaders and medicine cats to communicate directly with StarClan. There, these cats are able to receive prophecies and omens from their ancestors, receive the gift of nine lives for leaders, and be presented before StarClan in the case of new medicine cats, and those completing their training. It is tradition for apprentices to visit the Moonstone while completing their training. Some warriors also hold an air of uncertainty about the Moonstone, and outsiders to the Clans rarely understand the sheer importance of the place. To communicate with StarClan, cats must touch their noses to the Moonstone when moonlight makes it glow and StarClan will speak in their dreams.<br />
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====Tallpines and Treecut place====<br />
Tallpines is located on the boundary line of Twolegplace in ThunderClan's forest territory. It is a controlled forest, grown for the purpose of milling for Twolegs. Located within the pines is Treecut place (Chelford Forest in Twoleg), where Twolegs operate the tree-eater monster, of which the growls can be heard around the surrounding area. When the monster leaves tracks, the earth is upturned. It is noted when the tracks fill with rainwater, the scent of the Treecut monster lingers. The pine trees in the area are planted on flat ground and in straight lines. The area lacks undergrowth to hide in. This makes it hard for cats to hide, but, makes for easier hunting as prey cannot hide either. In greenleaf (Summer), Treecut place becomes busy with Twoleg activity when they begin felling trees for their own uses.<br />
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==Lake==<br />
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{{5e Image|float:right|https://static.wikia.nocookie.net/warriors/images/3/3d/Mapwarriorslake.jpg| Before SkyClan https://warriors.fandom.com/wiki/The_lake_territories}}</div><br />
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{{5e Image|float:right|https://static.wikia.nocookie.net/warriors/images/f/fa/Lakewithskyclan.jpg| When SkyClan arrived https://warriors.fandom.com/wiki/The_lake_territories}}</div><br />
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{{5e Image|float:right|https://static.wikia.nocookie.net/warriors/images/a/ad/Lakewithskyclanmoved.png| After SkyClan moves to their new home https://warriors.fandom.com/wiki/The_lake_territories}}</div><br />
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The region is far northwest from the {{inpage|forest}} and north of the sun-drown-place. It consists of varied landscape surrounding a lake. The northern half is covered by woodland and it gives home to ShadowClan, ThunderClan, and SkyClan. The southern half is moorland, giving home to RiverClan and WindClan. Two smaller streams flow into the lake from the north, and a river, named River Alba, flows out of it.<br />
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There is noticeable Twoleg (humanoid) activity in the region. Twolegs come here mostly in greenleaf (summer) and there are two Greenleaf Twolegplaces in the region, and several halfbridges (boat docks) around the lake. The ShadowClan territory contains a Twoleg nest called Sanctuary Cottage by Twolegs.<br />
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===RiverClan Major Sites===<br />
RiverClan lives in the southwestern part, around the rivers. The RiverClan Lake Camp is on a triangle of land between two streams. The Gathering Island can be reached from RiverClan territory.<br />
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====Camp====<br />
The RiverClan lake camp is on a triangle of land between two streams sheltered by hazel, brambles, and a wall of reeds. The camp can be accessed through a reed tunnel. It can be reached by swimming or by crossing the stream via stepping stones. Twolegs often disturb the cats during greenleaf (Summer). The clearing is surrounded by bushes. Leaders and cats who wish to address the Clan use the Highstump. Elders like to sun themselves on a sandy slope in the camp.<br />
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'''Nursery''' The nursery is underneath a bramble thicket. The other dens are also under bramble thickets made of reeds with shells woven into them.<br />
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'''Medicine Cat's Den''' The medicine cat's den is under a thorn bush overhanging the stream. The ground below the roots was washed away, leaving a pool. Herbs are stored in a small hole in the washed away bank that is covered by reeds. Dock leaves grow by the stream. A stretch of pebbles lies in front of the den, and the den itself is between two mossy rocks. Reeds line the den roof.<br />
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'''Leader's Den''' The leader's den is underneath a rowan tree in a cavern.<br />
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'''Elder's Den''' The elders' den is underneath a bush.<br />
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====Others====<br />
* During greenleaf (Summer), Twolegs come to the Greenleaf Twolegplace to swim. It is noted that some can swim like fish, but a lot more noisily.<br />
* The halfbridge (boat dock) is peculiar bridge that ends halfway in the water. Twoleg boats are anchored to it.<br />
* RiverClan owns claim to the lake shore, having the south to the western part of the lake shore.<br />
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===ShadowClan Major Sites===<br />
ShadowClan claims the northwestern part; their territory is mostly coniferous forest with not much undergrowth and damp ground. The ShadowClan camp is in a dip surrounded by brambles.<br />
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====Camp====<br />
The ShadowClan lake camp is concealed in a wide hollow, between tangles of brambles and low-hanging branches, and is a dip beneath the pine trees. The entrance is through a thorn tunnel. The leader makes their announcements from a branch hanging over their den, called the Pinebranch. There is also a tree stump in the middle of the clearing that the leader occasionally speaks from. Warriors enjoy lounging on the edges of the camp, or sun-bathing on a flat rock in the camp. A hazel branch overhangs the camp. All of the dens are tucked along the bramble wall, and a bramble tunnel leads to the dirtplace from the clearing.<br />
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'''Nursery''' The nursery is underneath a bramble thicket with a narrow entrance.[157] It has a sandy floor.<br />
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'''Apprentices' Den''' The apprentices' den is underneath a straggly bramble thicket. A dead log is next to it where apprentices sharpen their claws. The den is close to the leader's den.<br />
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'''Warriors' Den''' The warriors' den is underneath some low-hanging branches.<br />
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'''Medicine Cat's Den''' The medicine cat's den is underneath a prickly bush with a bramble tunnel and wall. It has a sandy, hollowed-out floor covered in dried pine needles. The medicine cats sleep in the back of the den. Herbs are stored in a crevice in the bramble wall.<br />
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'''Leader's Den''' The leader's den is in a gap behind a huge boulder with a bramble entrance and is beneath low-growing branches of a pine tree. The Pinebranch sits above it.<br />
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'''Elder's Den''' The elders' den is underneath a yew bush[152] lined with brambles.[165] There is a puddle nearby to drink out of.<br />
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'''Prison''' Prison is in a bramble enclosure in the thickest part of the camp wall.<br />
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'''Prey-Pile''' A dark and gnarled hollow tree sits in the tiny clearing. ShadowClan used to store prey there.<br />
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====Others====<br />
* A Twoleg nest (Sanctuary Cottage by Twolegs) is where two aggressive kittypets live.<br />
* Twoleg paths where Twolegs roam during greenleaf (summer).<br />
* Greenleaf Twolegplaces, both on the ThunderClan and RiverClan borders.<br />
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===SkyClan Major Sites===<br />
SkyClan lives in between ShadowClan on the left, and ThunderClan on the right. Their camp is situated farther north than the other Clan camps, being between the abandoned Twoleg nest and the greenleaf Twolegplace; between the ancient oak, and the clearing. It is a little closer to the lake than the clearing, and has some trees.<br />
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SkyClan joins the lake to repel the Kin. Then they move a bit up to give the other clans more space.<br />
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====Camp (New)====<br />
After the Sisters are forced from their territory beyond the abandoned Twoleg nest, SkyClan moves in. The camp is described to be in a sheltered valley, which makes it easy to catch prey, even in leaf-bare (winter). The camp also has a pebbly floor and is lined with grass. The Clan leader holds Clan meetings from the Tallrock, a massive boulder three tail-lengths high in the center of the camp. It is blotched with yellow lichen. The Clan leader also holds Clan meetings on a stump called the Tallstump.<br />
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'''Apprentices'' Den''' The apprentices' den is screened by rocks with woven branches.<br />
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'''Warriors' Den''' The warriors' den is underneath a hawthorn bush with spreading branches.<br />
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'''Medicine Cat's Den''' The medicine den is near two boulders on the far side of camp underneath a dogwood in a shallow dip.<br />
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'''Leader's Den''' The leader's den is beneath the Tallrock in a hollow space.<br />
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====Camp (Old)====<br />
The SkyClan lake camp is former ShadowClan territory given to them by Tigerstar. The camp is in a clearing among pine trees, where a small stream cuts through. Cedar and juniper grows within the camp, making it like an oasis. Low branches that hung with lichen forms a dome-like shape over the grove. The camp is edged with ferns, making natural walls, reinforced with woven bramble. Cats would sun themselves on flat rocks littered throughout the camp. The Clan leader holds meetings on the cedar roots of the leader's den called the Highroot. The camp was used again by the rebels.<br />
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'''Nursery''' The nursery is under a bramble thicket near the stream.<br />
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'''Apprentices'' Den''' The apprentices' den is under a low-growing juniper.<br />
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'''Warriors' Den''' The warriors' den is under a bramble bush lined with bramble walls. Its hollow is expanded when ShadowClan warriors join the Clan.<br />
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'''Medicine Cat's Den''' Below the roots of the cedar of the leader's den is the medicine cat's den in a cave. The entrance is covered in lichen.<br />
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'''Leader's Den''' The leaders' den is a hollow in an old cedar, the entrance being at the top of the tangled roots. It's on the far end of the camp. Its entrance is covered in lichen.<br />
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'''Elders' Den''' The elders' den is a clump of ferns.<br />
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===ThunderClan Major Sites===<br />
ThunderClan claims the northeastern part; their territory is mainly deciduous woodland.[13] Their camp is an abandoned Twoleg quarry, called the stone hollow by the cats.<br />
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====Camp====<br />
The ThunderClan lake camp is in an abandoned quarry, described as a stone hollow enclosed by tall cliffs that are taller on one side than the other. The main entrance is through a thorn tunnel, which can lead out of the camp after exiting the dirtplace. There is also a secret entrance that is reached by climbing the rocks. The opening of the quarry is protected by a thorn wall. The walls offer protection and keep out the wind, but cats must watch their step near the edge as falling into the hollow can be fatal. A tall rock called the Highledge is used by the leader to call meetings, about half-way up the cliffside. The cats use large, flat rocks to bask themselves in the sun and share tongues, such as halfrock, which is a smooth low stone that rises out of the ground near the elders' den. <br />
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'''Nursery''' The nursery is under a thick bramble thicket up against the rock wall. It was later reinforced with thick roots woven together for protection. Its floor is made of packed earth.<br />
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'''Apprentices' Den''' The apprentices' den is in a shallow cave in the rock wall. The entrance is covered in ferns.<br />
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'''Warriors' Den''' The warriors' den is in a dip in the ground under a big thorn bush, and after the tree falls, it is rebuilt under the branches of a beech tree.<br />
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''Medicine Cat's Den''' The medicine cat's den is a cavern near the tallest parts of the cliffs. On one side, water drips down to form a tiny pool. The floor is sandy and cool to the touch. Herbs are stored in cracks in the rock walls. The entrance is covered by a screen of brambles.<br />
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'''Leader's Den''' The leader's den is located in a cave in the cliffside on top of Highledge. A rock tumbled pathway leads up to the leader's den.<br />
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'''Elders' Den''' The elders' den is underneath a twisted hazel bush, and later is rebuilt under the boughs of a beech tree and reinforced with honeysuckle<br />
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====Mossy Clearing====<br />
The mossy clearing is a sheltered clearing that is close to ThunderClan's camp in the lake territories. The ground is flat and mossy, and there is a sapling at the clearing's edge. The ground is also smooth; there are no roots to trip over and no fallen leaves to slip on. This makes the clearing a great place to practice skills and technique.<br />
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====Sky Oak====<br />
The Sky Oak is an enormous oak tree that is taller than the beech trees surrounding it. Its located south of ThunderClan camp and west of the WindClan border. From it, the lake can still be seen which lies further south. It is said to have been once used as a rabbit's burrow, hidden underneath twisting roots. The roots are quite spacious as five grown cats are able to fit without much trouble.<br />
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ThunderClan cats use the Sky Oak as a training ground to teach apprentices tree climbing skills and to practice stalking their prey. It has a similar role as the Great Sycamore did back in the forest territories.<br />
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====Others====<br />
* North of the camp is an abandoned Twoleg nest, a location rich in prey and herbs.<br />
* A network of tunnels running below ThunderClan and WindClan grounds, connecting them.<br />
* A clearing near the ShadowClan border where Twolegs camp in greenleaf (summer).<br />
* An abandoned, unpaved road (named The Old Thunderpath by the cats) starting from the hollow and heading north<br />
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===WindClan Major Sites===<br />
WindClan territory is open moor in the southeastern part of the territory. The WindClan Camp is a shallow scoop in the ground, protected from the weather and enemies.<br />
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====Camp====<br />
The WindClan lake camp is a shallow scoop in the ground of the moor. Unlike other camps, it does not have any natural protection; they rely on the warriors to protect it. There are gorse bushes outlining the camp that the cats sleep under. There are several boulders nearby, the highest being called the Tallrock and used by the leader to call meetings. Cats often longue or eat on the other boulders. The clearing has sandy ground.<br />
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'''Nursery''' The nursery is under a gorse bush.<br />
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'''Warrior's Sleeping Areas''' WindClan's warriors sleep out in the open but still have a designated sleeping area. When it rains, the warriors sleep underneath the gorse bushes surrounding the camp.<br />
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'''Medicine Cat's Den''' The medicine cat's den is in a crevice in a rock. The herb storage is located in the back of the den.<br />
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'''Leader's Den''' The leader's den is located underneath Tallrock.<br />
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'''Elders' Den''' The elders' den is in an old badger set and is sheltered by a gorse bush<br />
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===Nearby Sites===<br />
====Horseplace====<br />
The horseplace is located between WindClan and RiverClan territory. The horseplace is located near the lake in which Twolegs (humanoid) keep their horses. It is adjoined to a few Twoleg nests, in which a few Twolegs live. Also living there are Smoky, Floss, and Floss's unnamed kits, along with a dog named Pip. Daisy, and her kits, Berry, Hazel, and Mouse also used to live at the horseplace. Another cat is known to live at the horseplace by the name of Coriander. Following Coriander's death, Smoky and his kits, Little Daisy and Coriander, currently live there.<br />
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====Island and Great Oak====<br />
The island, also known as Littlepine Island for Twolegs, is a small patch of land in lake territories, just off the shore of RiverClan territory. It is the location of the Gatherings, where the Clans meet in peace under a full moon. Fourtrees serves as the same purpose in the forest territories<br />
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The water around the lake is icy cold, but refreshing. The island's shore is very rocky with some thorns rooted in them, and from the shore, the island changes into a lush miniature forest, made up of dense bush and pine and beech trees around the edge. In the center of the island lays an open patch of grass with a giant oak tree, which is where the cats go for the Gatherings, and the leaders sit on the lower branches of the oak to address the cats, with low-growing branches. This tree is also known as the Great Oak. The deputies and medicine cats sit near the tree's thick, twisting roots. A fallen tree lays across the lake from the mainland to the island, and cats use it as a bridge to reach the island for Gatherings.<br />
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Similar with Fourtrees, StarClan has a special connection with the island. StarClan oversees the truce during Gatherings and is capable of sending clouds to cover the moon if fighting breaks out. The island is also neutral territory without any Clan claiming it as their own territory. StarClan has also physically appeared at the island.<br />
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====Lake====<br />
The lake, known as Sanctuary Lake by Twoleg, is irregular in shape and large enough that a cat needs two full days to circle it in a leisurely pace. It is bordered by marshes in parts of RiverClan territory, moorland that would become WindClan's territory, pine forest where ShadowClan lives, and woodlands where ThunderClan and SkyClan live. It contains an island where the Clans hold their Gatherings, with a fallen tree serving as a bridge to it. There are several Twoleg halfbridges (docks) scattered around the shoreline as well. Twolegs visit the lake often in greenleaf (summer), swimming and sailing in boats. Around the lake are various Twoleg settlements: the horseplace (horse stables) with four buildings where Smoky lives, a greenleaf Twolegplace where Twolegs temporarily visit in thin-flapped dens (tents), a Twolegplace in the pine forest where Jacques and Susan live, and nearby Twolegplaces. There are two shallow streams that feed into the lake; one between the pine forest and the oak and beech forest, and another stream between the forest and moor. A large river flows from the lake to the sun-drown-place (ocean). RiverClan makes their camp in an island formed by the river.<br />
<br />
====Moon Pool====<br />
The Moonpool, also known as the Crystal Pool and the Pool of Stars. The Moonpool is located upstream of the stream that marks the ThunderClan and WindClan border. It is situated at the bottom of steep stone hollow guarded by thornbushes with moss-covered rocks. One one side is a sheer cliff with moss and fern. Water bubbles from the cleft half-way up that feeds into a small pool below that glitters with starshine at night. The edge of the hollow and opposite of the waterfall is a narrow rocky path that spirals down to the pool and is lined with ancient paw prints of the Ancients. There is an underground stream leading out of the pool, which flows into the lake and the stream that borders WindClan and ThunderClan. The Moonpool is capable of freezing, though it has only once frozen completely through. Meltwater from the mountains can also slightly flood the Moonpool.<br />
<br />
It is used for sharing tongues with StarClan, the medicine cats lap up a few drops of water or they touch their noses to the water. The Ancients also used the Moonpool for unknown purposes. The Moonpool is restricted for only medicine cats to communicate with StarClan every half-moon and for leaders seeking to receive their nine lives. Cats who accompany medicine cats must wait outside the thornbushes that line the hollow. Even ordinary warriors are hesitant to approach the sacred place. Most importantly, the Moonpool represents the Clans' connection with their ancestors.<br />
<br />
==Mountains==<br />
<div class="externalimage-holder" style="width:25%;float:right;"><br />
{{5e Image|float:right|https://static.wikia.nocookie.net/warriors/images/a/a8/Mountains-map.png| https://warriors.fandom.com/wiki/The_mountains}}</div><br />
<br />
===Tribe of Rushing Water===<br />
==== Camp ====<br />
The Tribe of Rushing Water shelter in the Cave of Rushing Water, a large cave behind a waterfall. Kit-mothers and to-bes rest in separate nooks, while the cave-guards, prey-hunters, and elders sleep in the main cave. Within the cave is a tunnel that leads to the Cave of Pointed Stones, where the Healer communicates with the Tribe ancestors and sleeps<br />
<br />
====Cave of Pointed Stones====<br />
A tunnel precedes the cave, which contains a multitude of stalagmites and stalactites. There is a hole in the roof, also described as a jagged crack, that allows light to directly shine into the pool that lay in the floor of the cave. The moon is reflected on these pools of water, where the Teller of the Pointed Stones can read omens from the Tribe's ancestors, the Tribe of Endless Hunting.<br />
<br />
The cave is smaller than the main cave, but has many more stone claws reaching down from the roof and some stretching from the ground. Some stones even join together like paws meeting. There is a sleeping hollow at one end, where the Stoneteller sleeps, and it has been called a den-cave. They also store their herbs there. Water trickles down the stones and cave walls to make the pools, and when the cave is empty, it is silent except for the drips of water and the waterfall outside, turned into a silent whisper. A holy site.<br />
<br />
====Others====<br />
* The Tree Rock is a tree that juts out over big rocks. The roots of the tree are like giant claws.<br />
<br />
==Gorge==<br />
<div class="externalimage-holder" style="width:37%;float:right;"><br />
{{5e Image|float:right|https://static.wikia.nocookie.net/warriors/images/a/ad/SkyClan_Map.jpg| https://warriors.fandom.com/wiki/User:Spookywilloww/SkyClan_territory}}</div><br />
Deepsands Gorge, or the gorge, is a wide chasm in SkyClan's territory lined by steep cliffs. It was where SkyClan's camp was located, and is the source of the River Chell. It was first found by ancient SkyClan and scattered after a few years after a rat attack. With the help of ThunderClan, modern SkyClan was rebuilt from the decendence of SkyClan, loners, and kittypets. After several years latter, SkyClan is driven out by Kin. It was formerly inhabited by the Kin before they followed Alderpaw's patrol back to the lake. Currently, it is abandoned.<br />
<br />
===Camp===<br />
The Clan made their dens in caverns zigzagged along the gorge walls. The Skyrock is the highest point in the camp, used by the SkyClan cats to hold Gatherings, and can be used to oversee the entire landscape. At the bottom of the gorge, near the river source, there is a pile of boulders called the Rockpile, used by the leader to stand on during Clan meetings.<br />
<br />
All the dens are caves in the rock wall, with narrow trails leading to them.<br />
<br />
'''Medicine Cat's Den''' The lowest is the medicine cat's den, close to the river, where plants grow. The outer cave has an inner cave used for storing herbs in the cracks in the cave wall.<br />
<br />
'''Warriors' Den''' The highest is the warriors' den; this den is also used as a refuge during floods, as the water never reaches it.<br />
<br />
'''Nursery''' The nursery cave is just below the elders' den, with a narrow entrance with a large boulder blocking most of the entrance to shield the cats inside from enemies and hot sunlight. Its walls are marked with tiny claw marks.<br />
<br />
===Skyrock===<br />
The Skyrock is a landmark of SkyClan's territory from when they lived in the gorge; it serves the same purpose as Fourtrees and the island, but only for the cats of SkyClan. The Skyrock is the place where SkyClan meets every full moon, and to share news with one another. The medicine cats would also climb upon it every half moon, making it serve the same purpose as the Moonstone or Moonpool. The leader also uses Skyrock to call for meetings. It is hard to reach, but SkyClan cats can jump onto it. It was used by Ancient SkyClan, and was rediscovered by Skywatcher. A holy site.<br />
<br />
===Whispering Cave/ Shinning Cave===<br />
The Whispering Cave is a place where SkyClan medicine cats connect with their ancestors, much like the Moonstone and Moonpool. The entrance to the Whispering Cave is underneath the Rockpile, a tall pile of boulders at the bottom of the gorge. A small, slippery, and sharp pathway leads underneath lowest boulder to a narrow ledge just above the water-line. The pathway eventually widens to a shallow cave with thick clumps of shining moss hanging on all the walls. The moss has an eerie, silver glow to it, giving the cave its former name. The glow from the moss also reflects on the water emerging from the underground river and onto the cavern roof. Apprentices are tasked with fetching moss from the Whispering Cave for bedding.<br />
<br />
The Whispering Cave is the source of the river that flows through the old forest along the borders of ThunderClan and RiverClan. Medicine cats sit next to the river emerging from underground to communicate with StarClan in their dreams. It is said that only medicine cats, or those chosen to be medicine cats by StarClan, can hear their ancestors' quiet whispers. This led to the cave's new name, the Whispering Cave. Medicine cats also perform their ceremonies at the Whispering Cave, such as presenting their new apprentices to StarClan.<br />
<br />
== Sun-drown-place==<br />
The sun-drown-place lays south-westerly from the lake territories and encompasses a rather large area of land. It's comprised of cliffs along the shoreline and a huge expanse of water that is unsuitable for drinking. The water is cold, and a blue-green color with strong waves that could drown a cat if they aren't careful<br />
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<div class="externalimage-holder" style="width:20%;float:right;"><br />
{{5e Image|float:right||}}</div><br />
<br />
----<br />
{{5e Campaign Settings Breadcrumb}} &rarr; [[Warrior Cats (5e Campaign Setting)|Warrior Cats]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Supplement]]<br />
[[Category:5e Warrior Cat Setting]]</div>Levelnom1https://www.dandwiki.com/w/index.php?title=Dictionary_(Warrior_Cats_Supplement)&diff=1777543Dictionary (Warrior Cats Supplement)2023-11-12T16:28:33Z<p>Levelnom1: /* Kit */</p>
<hr />
<div>{{Copyright Disclaimer|owner= Eric Hunter|franchise=Warrior Cats}}<br />
<br />
=Dictionary=<br />
Here are all the terms of Warrior Cats. Feel free to use them or not.<br />
<br />
==Clan==<br />
These terms are used by all clan cats. By default, other cats may use the terms below.<br />
<br />
===General terms===<br />
====Crowfood or crow-food====<br />
A dead prey animal that has begun to rot; can also be used as an insult.<br />
<br />
====Dark Forest====<br />
When clan cats die, the bad cats go to the Dark Forest. It is an afterlife with no life other than endless trees. It can be descibed as Hell without the punishment.<br />
<br />
====Dirt====<br />
Feces<br />
<br />
====Fresh-kill====<br />
A recently killed prey animal caught for the purpose of consumption. Fresh-kill is hunted by {{inpage|warriors}} and {{inpage|apprentices}}, and sometimes {{inpage|elders}}, and placed on the {{inpage|fresh-kill pile}} or brought to the elders. Elders, {{inpage|kits}}, {{inpage|queens}}, and sick cats eat first, then warriors and apprentices. Extras stay in the fresh-kill pile.<br />
<br />
====Hunting Patrol====<br />
A group of cats hunting for {{inpage|fresh-kill}} to bring back for their Clan to eat. May fight if there are trespassers.<br />
<br />
====Kittypet====<br />
A domesticated pet cat.<br />
<br />
====Loner====<br />
A cat that lives by itself and doesn't defend its territory.<br />
<br />
====Making dirt====<br />
Defecating.<br />
<br />
====Rogue====<br />
A usually hostile cat who does not have a permanent home, roams around and does not care about crossing Clan boundaries.<br />
<br />
====Scent Line====<br />
Cats use claw marks, rubbing their face, and other methods to create a strong scent to mark the border of their territory.<br />
<br />
====Sharing tongues====<br />
Cats grooming each other while sharing the latest gossip. A cat lies on the ground, talking, while the other grooms their fur, listening.<br />
<br />
==== She-cat ====<br />
A female cat.<br />
<br />
====Silverpelt====<br />
The large swath of stars in the sky (believed to be the Milky Way). These stars are a direct representation of {{inpage|StarClan}}.<br />
<br />
====StarClan====<br />
When clan cats die, the good cats go to StarClan. It is like heaven.<br />
<br />
==== Tom/tomcat====<br />
A male cat.<br />
<br />
<br />
=== Twoleg (humanoid) Terms ===<br />
These are terms relating with Twolegs (humanoid).<br />
<br />
====Twoleg====<br />
A humanoid.<br />
<br />
====Cutter ====<br />
A veterinarian, often referred to as one that spays or neuters cats, but this is not always the case.<br />
<br />
===={{inpage|Greenleaf}} {{inpage|Twolegplace}} ====<br />
A place frequented used by Twolegs during summer, such as a resort or camping spot near the lake.<br />
<br />
====Halfbridge====<br />
A boat dock.<br />
<br />
====Horseplace====<br />
A place where horses are kept, such as ranches and stables.<br />
<br />
====Monster====<br />
A vehicle operated by twolegs. Often described when cats are near Twolegs/the {{inpage|Thunderpath}}. Motorboats are sometimes referred to as "water-monsters."<br />
<br />
====Red stone====<br />
A brick or structure made of bricks.<br />
<br />
====Silver boulder====<br />
A boulder that, when the silver disc is pulled off, holds Twoleg rubbish. To Twolegs, they are just trash cans/bins.<br />
<br />
====Silverpath====<br />
Railroads. Only [[#Thundersnake|Thundersnakes]] travel on them.<br />
<br />
====Soft boulder====<br />
A pillow or cushion.<br />
<br />
====Silverthorn====<br />
Barbed wire.<br />
<br />
====Smooth boulder-thing====<br />
Twoleg ball.<br />
<br />
====Tree-eater====<br />
A bulldozer.<br />
<br />
====Thunderpath====<br />
A paved road with an extremely acrid smell that monsters (cars) often go across.<br />
<br />
====Thundersnake====<br />
A train. They travel strictly on a {{inpage|Silverpath}}.<br />
<br />
====Twoleg kit====<br />
A human child.<br />
<br />
====Twoleg nest====<br />
A twoleg's house.<br />
<br />
====Twolegplace====<br />
A town, city, or village where Twolegs live.<br />
<br />
<br />
=== Location Terms ===<br />
These are locations that everyone in the clan knows.<br />
<br />
====Carrionplace====<br />
A Twoleg (humanoid) dump in the forest territories that in human language is called the North Allerton Amenity Tip. A part of ShadowClan territory that is the last resource for {{inpage|fresh-kill}} in leaf-bare (winter). It is the cause of the Carrionplace Disease.<br />
<br />
====Fourtrees====<br />
A place located in the forest territories, where the territory's corners meet, in which four oaks stand and the Clans gather in peace every full moon.<br />
<br />
====Gathering====<br />
The monthly meeting of all the Clans when the moon is full. There is a truce on this night, and no fighting is allowed.<br />
<br />
====Moonpool====<br />
The place near the lake where {{inpage|medicine cats}} and {{inpage|leaders}} share tongues (communicate) with {{inpage|StarClan}}.<br />
<br />
====Moonstone====<br />
The place in the Forest where {{inpage|medicine cats}} and {{inpage|leaders}} shared tongues (communicate) with {{inpage|StarClan}}.<br />
<br />
====Mothermouth====<br />
The opening to the cave where the {{inpage|Moonstone}} is located.<br />
<br />
====Sun-drown-place====<br />
An ocean to the west of the Clans' territories.<br />
<br />
<br />
=== Time terms ===<br />
Time is measured by changes of nature than a clock and a calendar.<br />
<br />
====Newleaf ====<br />
The season of spring.<br />
<br />
====Greenleaf====<br />
The season of summer.<br />
<br />
====Leaf-fall====<br />
The season of autumn or fall.<br />
<br />
====Leaf-bare====<br />
The season of winter.<br />
<br />
====Moon====<br />
The time between one full moon and the next, spanning about 29 days, or a month.<br />
<br />
====Moonhigh====<br />
When the moon is the highest in the sky; around midnight.<br />
<br />
====Moonrise====<br />
The time when the moon rises.<br />
<br />
====Half-moon====<br />
About two weeks, half a month.<br />
<br />
====Quarter-moon====<br />
About a week.<br />
<br />
====Sunhigh====<br />
The point during the day when the sun is highest in the sky; noon.<br />
<br />
====Sunrise====<br />
One day in cat time (i.e. One sunrise ago).<br />
<br />
====Season====<br />
A quarter of a year in cat time. Four seasons equal a year.<br />
<br />
====Claw-moon====<br />
When the moon resembles the shape of an unsheathed claw, equivalent to the crescent moon.<br />
<br />
====Sundown====<br />
Dusk.<br />
<br />
====Sunup====<br />
Dawn. However, Dawn is still used for example in the phrase "Dawn Patrol."<br />
<br />
<br />
=== Distance terms ===<br />
Cats uses a different method of measuring distance<br />
<br />
====Claw-length====<br />
About the length of cat's claw; less than an inch. (1.5 cm)<br />
<br />
====Fox-length====<br />
About the length of a fox; approximately a yard. (80 cm)<br />
<br />
====Frog-length====<br />
About the length of a frog; approximately two to four inches. (6-10 cm)<br />
<br />
====Kittenstep or kitstep====<br />
About the length of kitten's step; approximately an inch or a half-inch. (1.25-2.5 cm)<br />
<br />
====Rabbit hop or rabbit length====<br />
About a foot and a half away. (45 cm)<br />
<br />
====Reed-length====<br />
About the length of a reed; 5 feet or less. (1.5 m)<br />
<br />
====Mouse-length====<br />
About two or three inches. (5-7.5 cm)<br />
<br />
====Muzzle-length====<br />
About one inch. (2.54 cm)<br />
<br />
====Pawstep====<br />
About the length of a grown cat's step, roughly six inches. (15 cm)<br />
<br />
====Tail-length====<br />
About the length of a cat's tail; approximately a foot. (30 cm)<br />
<br />
====Tree-length====<br />
About the length of a tree; around 40 to 50 feet. (15 m)<br />
<br />
====Whisker-length====<br />
About the length of a cat's whisker; less than two inches. (5 cm)<br />
<br />
<br />
=== Clan ranks ===<br />
Like most organizations, clan cats have ranks, heavily dependent on age.<br />
<br />
====Kit====<br />
A kit is a kitten under six moons old who has not been made an apprentice yet. Their names always end in "-kit". Most often, they are under the age of six moons, though sometimes they are held back from being an apprentice for a certain amount of time, sometimes due to injury or misbehaving. Kits stay in the camp and are forbidden to leave it, unless accompanied by an older cat, such as a warrior, a medicine cat, or any kind of apprentice. Kits are protected by all members of the Clan, and to be protected by all Clan cats, regardless of Clan, since they are the future of the Clan.<br />
<br />
====Apprentice====<br />
An apprentice is a cat in training to become a warrior. Their names end in the word "-paw" to signify the "path their paws are now on." Most usually are at or over the age of six moons per the warrior code. They have a mentor appointed to them at their ceremony and most days are taken out battle training or hunting. They are also given the task of cleaning out bedding and removing elders' ticks and fleas. Typically, apprentices must pass their warrior assessment, such as catching prey, before being promoted to warriors.<br />
<br />
;Medicine Cat's Aprentice<br />
A medicine cat apprentice is the cat that is being trained to follow in the pawsteps of the medicine cat. Unlike warrior's apprentice, they are sometimes chosen by StarClan to become medicine cats. In other cases, cats that do poorly or unable to do hunting and fighting may become a medicine cat. They learn healing and spiritual lore from the medicine cat. Medicine cat apprentices must be accepted by StarClan in order to be trained. Often training does not start until the mentor takes the apprentice with them to the usual half-moon meetings. The apprentices may also accompany their mentors in their visit to the Moonstone or Moonpool every half-moon to receive dreams from StarClan. Unlike warrior training, training to become a medicine cat may take longer than warrior apprenticeship.<br />
<br />
A medicine cat apprentice who has full training will be given a their full name similar to warriors; however, medicine cat apprentices remain apprentices, even when fully trained, so long as the current medicine cat is still practicing the arts. When the apprentice becomes a full medicine cat, they can then have an apprentice of their own. At the time the old medicine cat either dies or retires, the medicine cat apprentice becomes a full medicine cat, similar to a leader/deputy relationship. However, medicine cats do not always retire when their apprentices become full medicine cats.<br />
<br />
====Warrior====<br />
A warrior is an adult cat trained in the arts of fighting and hunting. Warriors make up the bulk of a Clan, and provide that Clan with the protection and food supply that keeps it safe and well-fed. Typically, a cat is made a warrior at or over the age of twelve moons. In their oath to become a warrior, they promise to "uphold the warrior code and protect and defend their Clan, even at the cost of their life." Clan kits dream of being the best warriors they can to defend their Clan.<br />
<br />
====Mentor====<br />
A cat who is currently training an apprentice.<br />
<br />
====Queen====<br />
A queen is a she-cat nursing or expecting kits. Their primary task during this time is the raising of their kits. Some queens stay in the nursery after they have kits to help the nursing or inexperienced queens. Some queens do not feel suited for Clan life aside from helping the other queens. They most often help other queens when no milk is available, or when the mother is ill or deceased. Queens usually stay in the nursery until their kits become apprentices, then they return to their warrior duties.<br />
<br />
====Elder====<br />
An elder is a retired Clan cat who is too old or not in suitable shape to continue with their duties. Elders are taken care of by the whole Clan, and are given respect for the time they have served as part of the Clan. It is usually the apprentices job to hunt and care for the elders. They are responsible for taking the body of a dead cat out to be buried. Some cats don't become an elder only because of old age; if there is ever a condition which prevents the cat from fulfilling their duties to their Clan, it usually leads to the cat's decision of retiring. Though at times they may appear grumpy, elders offer their wisdom to all Clan cats, including the Clan leader.<br />
<br />
====Medicine cat====<br />
The medicine cat serves the Clan as both their spiritual leader and healer, making them akin to the idea of a 'medicine man' in a tribal society. In addition to their responsibilities to their Clan, they have responsibility to one another and StarClan. They carry out their responsibilities to StarClan once every half-moon, meeting together to discuss matters privately and share dreams with StarClan. Clan leaders often rely on them to carry messages from StarClan, as medicine cats have a link no other cat has to their ancestors. In their role as spiritual leader, they teach the code, interpret omens and prophecies, and generally serve the Clan as a conduit between the earthly cats and their ghostly counterparts.<br />
<br />
As a healer, they gather herbs and dispense them as an apothecary would. They handle diagnosis and treatment of both illness and injury for all the cats in the Clan. As a medicine cat, they are not allowed to have a mate or kits, but this rule has been broken by certain medicine cats (for example, Leafpool and Yellowfang). Medicine cats also exist outside of typical Clan rivalries in order to treat all cats fairly.<br />
<br />
Medicine cats serve as the third-most powerful member in Clan hierarchy, falling behind the leader and deputy. As such, if the aforementioned individuals are unavailable, the medicine cat (typically the one with most seniority should one be present) serves as the acting leadership figure for the Clan until a suitable replacement is found.<br />
<br />
====Deputy====<br />
The deputy is the second-in-command to the leader, and may be considered an apprentice to the art of leading the Clan. They serve in the leader's place in situations where the leader is unable to fulfill their duties. They are in charge of organizing patrols, and they are often called on by the leader for advice, but other than that, they retain the normal duties of a warrior. To become a deputy, a cat must have trained at least one apprentice, though sometimes there are some exceptions. Upon the leader's death, they become the leader and go to the Moonstone or the Moonpool, so StarClan can grant them nine lives. Deputies may also retire and give up their place as deputy if they wish, or step down and continue as a normal warrior.<br />
<br />
====Leader====<br />
A Clan leader is charged with the responsibility to watch over and manage an entire Clan, maintaining discipline, order, and protection. Leaders are normally granted nine lives and a new name with the ending "-star". In a ceremony where StarClan cats come to them in a dream at the Moonstone or the Moonpool. However, a leader may not receive all nine lives if the previous leader of his or her Clan is still alive; in this instance, a leader will have a life taken off the original total of nine for every life the previous leader still possesses. Sometimes StarClan will not accept a leader, if this happens then the Clan is usually thrown into turmoil.<br />
<br />
===Living spaces===<br />
Most permeant locations of the clan have the following locations:<br />
<br />
====Camp====<br />
A camp is a site where a group of cats makes its permanent home. It is where the cats sleep, meet, bring fresh-kill, get treated for injuries or illness, receive orders, share tongues, make reports to the Clan leader or deputy, and have ceremonies. Some cats, such as queens, kits, and elders stay in the camp, while the warriors, apprentices, deputy, and leader patrol the territory and hunt. Each Clan has one camp.<br />
<br />
====Leader's den====<br />
The den in camp that belongs to the Clan leader.<br />
<br />
====Medicine cat's den/Medicine Den====<br />
The den in camp that belongs to the Clan's {{inpage|medicine cat}} and his or her {{inpage|apprentice}}.<br />
<br />
====Warriors' den====<br />
The den in camp that is shared between the [[#warrior|warriors]] and the {{inpage|deputy}} of that Clan.<br />
<br />
====Apprentices' den====<br />
The den in camp that is shared between the [[#apprentice|apprentices]] of that Clan.<br />
<br />
====Elders' den====<br />
The den in camp that is shared between the [[#elder|elders]] of that Clan.<br />
<br />
====Nursery====<br />
The nursery is usually the most protected den of all dens in a Clan camp, and in case of a raid, warriors and even elders and queens will do anything to protect it, sometimes sacrificing their lives.<br />
<br />
She-cats move to the nursery shortly before giving birth, and stay there until their kits are apprenticed, after which they become warriors again. The care of the kits is shared by all the queens. Some queens decide not to return to warrior duties; instead, they remain in the nursery to help and supervise the other queens and kits and feed kits when their mother cannot.<br />
<br />
====Dirtplace====<br />
The place near the camp where cats go to urinate or excrete.<br />
<br />
====Fresh-kill pile====<br />
The place, usually in the center of the camp, where the [[#warrior|warriors]] drop the prey they caught while hunting, so it is easily accessible to all the cats in the Clan.<br />
<br />
===Insults, exclamations, & phrases===<br />
Like any culture, clan cats have their own insults, exclamations, and phases.<br />
<br />
====As easy as swallowing a minnow====<br />
A phrase used to indicate easiness of the task.<br />
<br />
====As much use as a dead fox====<br />
A (harsh) insult, meaning the recipient is useless.<br />
<br />
====Bat-blind====<br />
An insult to a cat's eyesight, similar to the phrase "as blind as a bat".<br />
<br />
====Bee-brain====<br />
A similar exclamation to "bees in your brain".<br />
<br />
====Bees in your brain====<br />
An exclamation meaning confusion or a cat not making sense. (i.e., You've got bees in your brain!)<br />
<br />
====Buzzardfood====<br />
Alternative of {{inpage|crowfood}}, used before the start of the Clans.<br />
<br />
====Chickfeed====<br />
Alternative of {{inpage|crowfood}}, used before the start of the Clans.<br />
<br />
====Cleanpaw====<br />
A scornful insult used for someone who sticks to the rules closely.<br />
<br />
====Clan-swapper====<br />
An insulting term used for cats who switch Clans.<br />
<br />
====Clan-swapping====<br />
An insulting term used for the action of switching Clans (same meaning as {{inpage|Clan-swapper}}).<br />
<br />
====Crowfood====<br />
A (harsh) insult comparing the recipient to rotting prey animals (as in I'll turn you into crowfood!), or suggesting that they eat it (as in crowfood-eater).<br />
<br />
====Doesn't matter a whisker/Doesn't catch so much as a whisker====<br />
An exclamation meaning the cat does not care, (i.e. it didn't matter a whisker that she didn't share their beliefs) similar to {{inpage|I don't give a mousetail}}. Or saying that a patrol didn't catch anything.<br />
<br />
====Dormouse====<br />
An expression or exclamation used against a cat who sleeps a lot.<br />
<br />
====Drypaw====<br />
A cat that dislikes getting wet, usually used in RiverClan.<br />
<br />
====Dungface====<br />
A harsh insult.<br />
<br />
====Like LionClan/TigerClan====<br />
An expression stating that a cat does something very fiercely or well.<br />
<br />
====Featherbrain====<br />
A term used by WindClan cats, equivalent to {{inpage|mouse-brain}}.<br />
<br />
====Fishface, fishfur or fish-breath====<br />
An insult used against RiverClan warriors.<br />
<br />
====Flea-brain====<br />
A (friendly, yet harsh) insult. The severity of the insult is almost always decided by tone.<br />
<br />
====Foxbreath====<br />
An insult used to compare the recipient's breath to that of a fox.<br />
<br />
====Fox-dung====<br />
A (harsh) insult comparing the recipient to fox feces. Also used as an exclamation. (as in That's fox-dung!)<br />
<br />
====Fox-hearted====<br />
An insult meaning cruel, cold-hearted, or evil (as in fox-hearted Twolegs).<br />
<br />
====Frog-dirt and Fish-guts====<br />
An exclamation used in RiverClan, has the same meaning as {{inpage|thistles and thorns}}.<br />
<br />
====Frog-dung ====<br />
Same as {{inpage|fox-dung}}, except it's often used in RiverClan.<br />
<br />
====Furball====<br />
A (friendly, yet harsh) insult. The severity of the insult is almost always decided by tone.<br />
<br />
====Fuzz-brain====<br />
A (friendly, but harsh) insult. The severity of the insult is almost always decided by tone.<br />
<br />
====Gray-pelts====<br />
A derogatory term used against {{inpage|elders}} and senior warriors.<br />
<br />
====Great StarClan!====<br />
An exclamation used to signify extreme surprise or anger. Similar to Oh my god! in usage and to the fact that they both have mention of a higher force.<br />
<br />
====Hare-brain====<br />
An insult similar to {{inpage|mouse-brain}}.<br />
<br />
====Hare-dung====<br />
Used as an exclamation, similar to "{{inpage|mouse-dung}}". Somewhat like "Darn it!"<br />
<br />
====How in Silverpelt?====<br />
An exclamation used meaning "How in the world?"<br />
<br />
====I don't give a mousetail/They wouldn't give a mousetail====<br />
An exclamation meaning that the cat does not care. Another variation is I would ____ for a couple of mousetails, meaning that they are willing to do the inserted action for no real reward. Can also mean that a cat would be stingy enough not to share a mousetail.<br />
<br />
====I'd have shredded you into mousedust!====<br />
To gravely injure, rip to shreds. Similar to {{inpage|mousemeat}}. Used to intimidate others.<br />
<br />
====In all the stars====<br />
An exclamation of disbelief.<br />
<br />
====It's as dark as a fox's heart====<br />
<br />
A phrase used to describe darkness.<br />
<br />
====It's better to scare away a mouse than welcome a badger====<br />
An old nursery saying that means that it's better to scare away a friendly cat than welcome a not-so-friendly cat.<br />
<br />
====Kill two prey with one blow====<br />
Meaning to solve two problems with one action or solution. Equivalent of "Kill two birds with one stone".<br />
<br />
====Load of fox-dung====<br />
Referring to something that is not true, a mass of lies. Somewhat similar to {{inpage|That's a load of badger droppings}}.<br />
<br />
====Load of thistledown====<br />
Referring to something that is not true, a mass of lies. A more light-hearted variant of {{inpage|load of fox-dung}}.<br />
<br />
====Make dirt====<br />
To use the bathroom, or the {{inpage|dirtplace}} in warrior terms.<br />
<br />
====May StarClan light your path/Banish all the fleas from your nest====<br />
A friendly term used to tell others they wish them well.<br />
<br />
====May the Sun warm your back and the fish leap into your paws====<br />
A blessing used in RiverClan used to wish good dreams or, in some instances, to say farewell to a dead cat.<br />
<br />
====May you find good hunting, swift-running, and shelter when you sleep====<br />
An ancient farewell used by all the Clans, to say goodbye to loved ones on their way to {{inpage|StarClan}}.<br />
<br />
====Minnow-brain====<br />
An insult that is friendly but harsh. A RiverClan version of {{inpage|mouse-brain}}.<br />
<br />
====Mouse-brain====<br />
A (friendly yet harsh) insult. The severity of the insult is almost always decided by tone.<br />
<br />
====Mouse-breath====<br />
A insult possibly used to intimidate someone.<br />
<br />
====Mouse-dung====<br />
A (somewhat harsh) insult comparing the recipient to mouse feces. Also used as an exclamation (as in Mouse-dung! That can't be right!). Somewhat like "Darn it!"<br />
<br />
====Mouse-hearted====<br />
An insult that describes one who is cowardly.<br />
<br />
====Mousefodder====<br />
An insult describing that the cat is worthless or a {{inpage|kittypet}}.<br />
<br />
====Once a kittypet, always a kittypet!====<br />
A harsh phrase used to describe a cat with {{inpage|kittypet}} roots.<br />
<br />
====(Only) StarClan knows (what)====<br />
Sometimes used to answer a question that is impossible to answer. Similar to "The only god knows what," "The only god knows," and "god knows."<br />
<br />
====One piece of prey in [one's] paws is worth two in a tree====<br />
A phrase of the same meaning as "a bird in the hand is worth two in the bush."<br />
<br />
====Pain in the tail====<br />
An insult meaning a cat is irritating or lazy.<br />
<br />
====Rabbit-brain====<br />
An insult that is friendly but harsh. A WindClan version of {{inpage|mouse-brain}}.<br />
<br />
====Rabbit-chasers====<br />
A less harsh insult used in ShadowClan to describe WindClan.<br />
<br />
====Scaredy-mouse!====<br />
A similar expression to "scaredy-cat", referring to a cat easily frightened.<br />
<br />
====Scaredy-sparrow====<br />
Same as the term "{{inpage|scaredy-mouse}}." <br />
<br />
====Smart-ears====<br />
A friendly insult.<br />
<br />
====Snake-heart(ed)====<br />
Similar to the term "{{inpage|fox-hearted}}," generally used by RiverClan.<br />
<br />
====Snake-tongue====<br />
An insult meaning cold or unfair; similar to "{{inpage|fox-hearted}}" or "[[#snake-heart(ed)|snake-hearted]]", used by ShadowClan.<br />
<br />
====Sorry catches no prey or Sorry fills no bellies====<br />
Means cats can be sorry, but that it will not change the past.<br />
<br />
====StarClan's kits!====<br />
An exclamation of surprise or disbelief. Sometimes used as an exclamation if a cat is hurt.<br />
<br />
====Stirring up a bee's nest====<br />
A phrase meaning a cat is looking for trouble or starting it.<br />
<br />
====Sunshine and daisies====<br />
A phrase meaning the same as "sunshine and rainbows."<br />
<br />
====Squirrel-chasers====<br />
A phrase used to describe ThunderClan cats, used in RiverClan.<br />
<br />
====Tabbies don't change their stripes====<br />
Meaning that a cat doesn't change their nature. Equivalent to "a leopard can't change his spots."<br />
<br />
====Tail-licker====<br />
An insult intended for a cat who is sucking up, similar to the word bootlicker.<br />
<br />
====(That's a) load of badger droppings====<br />
A harsh exclamation saying that something is nonsense.<br />
<br />
====Thistles and thorns<br />
Used to describe bad luck (as in: Thistles and thorns! I blew it!); similar to "Darn it" or "{{inpage|mouse-dung}}."<br />
<br />
====Toad-brain====<br />
Similar to {{inpage|mouse-brain}}.<br />
<br />
====Thundercat====<br />
Used by ShadowClan to describe a ThunderClan cat.<br />
<br />
====Weasel heart====<br />
A (harsh) insult, sometimes used to describe cats from other Clans.<br />
<br />
====We'll cross that river if we come to it====<br />
A phrase meaning the same as "we'll cross that bridge when we come to it."<br />
<br />
====What in StarClan's name?====<br />
An exclamation similar to "What on earth?" or "What in the world?"<br />
<br />
====When hedgehogs will fly====<br />
An exclamation style statement that shows disbelief that a certain event will likely occur (as in That will happen when hedgehogs fly), used in many variations. Somewhat like the human phrase, "When pigs fly!"<br />
<br />
====Who made dirt in their fresh kill/nest?====<br />
A phrase to describe a cranky or suddenly moody cat.<br />
<br />
====Who ruffled their fur?====<br />
A similar way of saying "who got under their skin?"<br />
<br />
====Wild rabbit hunt====<br />
A phrase of the same meaning as "wild goose chase."<br />
<br />
====Would've made mousemeat out of you!====<br />
To badly injure, rip to shreds. Similar to {{inpage|mousedust}}.<br />
<br />
====You fight/hunt like a kittypet!====<br />
An expression used to insult or tease a cat who fights/hunts poorly.<br />
<br />
====(You're) crazier than a fox in a fit!====<br />
An insult used when a cat (or cats) are acting crazy. Another variation uses "madder" instead of "crazier."<br />
<br />
<br />
== Guardian cats terminology ==<br />
Guardian cats are a group of peaceful cats the live under an abandoned church like building.<br />
<br />
===Time terms===<br />
<br />
====Night-chill====<br />
Fall<br />
<br />
====Ice-chill====<br />
Winter<br />
<br />
====Warmingtime====<br />
Spring<br />
<br />
== Sister terminology ==<br />
Sisters are a female only cats that constantly travel and can see and speak with ghosts.<br />
<br />
===General Terms===<br />
<br />
====Everkit====<br />
Cat that is tamed by twolegs/twopaw (humanoid)<br />
<br />
====Twopaw====<br />
humanoids<br />
<br />
====Twopawplace====<br />
A town or village where twopaw (humanoid) live in.<br />
<br />
==Tribe of Rushing Water==<br />
These cats share distant ancestors to the clan cats. Their ancestors settled in the mountains instead of the forest.<br />
<br />
===General Terms===<br />
<br />
====Beetle-brain====<br />
Friendly insult; similar to {{inpage|mouse-brain}}.<br />
<br />
====Caught-prey====<br />
A dead prey animal caught for the purpose of consumption; similar to {{inpage|fresh-kill}}.<br />
<br />
====The giving of close comfort====<br />
Grooming another cat's fur, especially in times of hardship.<br />
<br />
====Sharptooth====<br />
A mountain lion.<br />
<br />
====Time of Freed Water====<br />
The season of spring<br />
<br />
====Time of Frozen Water====<br />
The season of winter<br />
<br />
====Tribe of Endless Hunting====<br />
The Tribe of Endless Hunting is comprised of the spirits of the ancestors of the Tribe of Rushing Water. They send warnings and signs to the Tribe healer and will show them which to-be should train to become the next healer. They are the equivalent of StarClan<br />
<br />
===Tribe Hierarchy===<br />
====Healer====<br />
The Tribe's Healer acts as the leader and medicine cat to the Tribe. Not only do they lead the Tribe, they also use healing herbs to cure wounds and sickness. The Healer receives signs from their warrior ancestors in the Cave of Pointed Stones. They interpret the signs of rock, leaf, and water to read messages from the Tribe of Endless Hunting. Unlike Clan cats, Healers do not dream. The Healer also almost never leaves the cave, because unlike leaders they do not have nine lives and it's easier for them to be killed. The only times they come out of the cave is for to-be ceremonies. Every Healer changes their name to Teller of the Pointed Stones, or Stoneteller, once they become the Tribe's official Healer. The new Healer is appointed by the previous Healer.<br />
<br />
====Prey-hunter====<br />
Prey-hunters are the lithe, quick cats of the Tribe who can jump high to catch mountain birds such as eagles or hawks to feed to their tribemates. Prey-hunters are tribe cats whose only duties are to catch prey for the tribe. They are the hunters of the Tribe, using stealth and surprise along with camouflage to catch their food. It is their responsibility to feed the Tribe and catch their prey, especially for the nursing cats, and the young and old. They depend on speed, for there are not many places to hide in the almost-bare surroundings. Normally prey-hunters hunt in teams to help catch prey. Prey-hunters often coat themselves with mud; this disguises them, covers their scent, and protects against the wind. A group of cave-guards accompany them to spot trouble. Prey-hunters are chosen from birth for their lithe and agile build.<br />
<br />
====Cave-guard====<br />
Cave-guards are thick, strong, and lean cats that protect and guard the entrance of the Tribe's cave. They are the main fighting force of the Tribe and have the responsibility of defending the cave from predators such as big birds. Watching the skies to protect the prey-hunters from hawks and eagles while they hunt is another one of their responsibilities. They are also the most experienced with fighting. To hide their scent and blend in with the rocky scenery, they often coat themselves with mud. These cats are chosen from birth for their muscular and stocky build.<br />
<br />
====To-be====<br />
The Tribe's equivalent of an apprentice, to-bes are young cats in training. To-bes are trained in either prey-hunting or cave-guarding. The Healer of the Tribe decides the path of a kit. This is typically based on if a kit looks like it can run fast or has a strong build. Tribe cats believe that they are born into their duty, though they can change positions. Unlike Clan apprentices, to-bes start training at the age of eight moons./] The Stoneteller will receive a message from The Tribe of Endless Hunting when it is time to choose his own to-be. Once this happens, they can become something else, most do not.<br />
<br />
====Kit-mother====<br />
As their name suggests, kit-mothers are she-cats who are expecting or nursing kits, the equivalent of queens. A prey-hunter or a cave-guard becomes a kit-mother when they become heavily pregnant and they can't continue with their duties. When they have their kits, they remain kit-mothers for a time to nurse them. An ancient tradition is that the kit-mothers name their kits after what they see when their kits are first born.<br />
<br />
====Elder====<br />
Elders are the oldest and weakest cats in the Tribe. Elders are retired cats that have stopped doing their Prey-Hunter or Cave-Guard duties. They are often consulted in difficult times. The elders of the Tribe have a very similar role to the elders of the Clans. They are fed by the Prey-Hunters and are protected by the Cave-Guards.<br />
<br />
====Kit====<br />
Kits are young cats that are not yet to-bes; the same as Clan kits. They are too young to do to-be duties, so they stay in the nursery with their mother. Kits stay a kit for eight moons. At their birth, it is foretold by the Tribe healer if they will become a prey-hunter, a cave-guard, or the next Teller of the Pointed Stones. Kits that seem fast and lithe are prey-hunters; kits that look strong will be cave-guards. They can be to-bes when they are eight moons old.<br />
<br />
----<br />
{{5e Campaign Settings Breadcrumb}} &rarr; [[Warrior Cats (5e Campaign Setting)|Warrior Cats]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Supplement]]<br />
[[Category:5e Warrior Cat Setting]]</div>Levelnom1https://www.dandwiki.com/w/index.php?title=Priest_Cat_(5e_Background)&diff=1777542Priest Cat (5e Background)2023-11-12T16:27:48Z<p>Levelnom1: /* Suggested Characteristics */</p>
<hr />
<div>{{Copyright Disclaimer|owner= Eric Hunter|franchise=Warriors Cat}}<br />
<br />
== Priest Cat ==<br />
<div class="externalimage-holder" style="width:50%;float:right;"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
You have spent your life in the service of a Gaudian. You learn to healing from your time with the Gaudian. What was the most rememberable event when you learn something interesting? You experience the power of words and how to make peace with your enemy. How did you or your Guardian friends managed to calm down the possible fight? You have seen the horrible pain and suffering that fighting brings. What was the worst injury you have seen? Unlike most cats, you are familiar with traveling in a twolegplace (humanoid town). What did you encounter in there?<br />
<br />
'''Skill Proficiencies:''' Herbalism kit, Medicine and Arcana<br />
<br />
'''Equipment:''' Healing potion<br />
<br />
===Feature: No Good Deeds go Unpunished===<br />
The word of your and the Guardian's unusually good actions spread far and wide. People are more likely to be friendly or avoid being hostile as a way of respect and acknowledgement of your good deeds. Some people may give you a special treatment as a way to repay old favors to you or the Guardians.<br />
<br />
===Suggested Characteristics===<br />
<!--Lead text--><br />
<br />
{| class="5e" style="text-align: left;"<br />
! d8 || Personality Trait<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || idolize a particular hero in the Guardian, and constantly refer to that person’s deeds and example.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || I can find common ground between the fiercest enemies, empathizing with them and always working toward peace.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || I want to learn about all the ways to heal others<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || Nothing can shake my optimistic attitude.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || I don't like seeing others in pain.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || I enjoy talking to other people from different cultures<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || I’ve enjoyed fine food, drink, and high society among my temple’s elite. Rough living grates on me.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || I’ve spent with the Guardian that I have little practical experience dealing with the outside world.<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Ideal<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || '''Tradition.''' The ancient traditions of treatment and peace must be preserved and upheld. (Lawful)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || '''Charity.''' I always try to help those in need, no matter what the personal cost. (Good)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || '''Change.''' We must prepare to fight of the intruders. (Chaotic)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || '''Fame.''' I hope to one day everyone knows my deeds. (Lawful)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || '''Skill'''. I trust in my training. I have faith that if I work hard, things will go well. (Lawful)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || '''Aspiration.''' I seek to prove myself worthy of my mentor's favor by matching my actions against his or her teachings. (Any)<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Bond<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || I would die to save someone's life.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || I will someday get revenge on the people who hurt my fiends.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || I owe my life to the Guardian who took me in when my parents died.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || Everything I do is for the common people.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || I will do anything to protect the Guardian.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || I seek to preserve the ideal of protecting the weak that my enemies seek to destroy.<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Flaw<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || I judge others harshly, and myself even more severely.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || I put too much trust in my enemies. They always deserve a second chance. And a third. And a fourth.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || My sheltered life sometimes leads me to blindly trust strangers.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || I am inflexible in my thinking.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || I heal everyone, regardless what they have done or will do.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.<br />
|}<br />
<vote type=1/><br />
----<br />
{{5e Campaign Settings Breadcrumb}} &rarr; [[Warrior Cats (5e Campaign Setting)|Warrior Cats]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Background]]<br />
[[Category:5e Warrior Cat Setting]]</div>Levelnom1https://www.dandwiki.com/w/index.php?title=Tribal_Cat_(5e_Background)&diff=1777541Tribal Cat (5e Background)2023-11-12T16:27:24Z<p>Levelnom1: /* Suggested Characteristics */</p>
<hr />
<div>{{Copyright Disclaimer|owner= Eric Hunter|franchise=Warriors Cat}}<br />
<br />
== Tribal Cat ==<br />
<div class="externalimage-holder" style="width:50%;float:right;"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
Welcome the tribal area on the mountain. Up here, time seem to slow down. Tribe of Rushing Water have been do the same things as their great grand parents. Not much changes in these mountains. With the arrival of a group of rogues, the tribe has to decide between stay in the old days or adapt to the changing times.<br />
<br />
== Role ==<br />
A Tribal Cat belong in two camps Tribe of the Rushing Water and Rogue. The Tribe of Rushing Water is divided into two deferent roles: Prayhunter or Caveguard. Pick one of these roles. They make a changes in your background.<br />
<br />
'''Skill Proficiencies:''' Nature and Survival (Preyhunter) or Perception (Caveguard) or Stealth (Rogue)<br />
<br />
'''Equipment:''' Bundle containing a piece of a giant bird<br />
<br />
===Feature: Feature: Weather Sense (Preyhunter) ====<br />
Because of your fine attunement with nature, you are able to sense what the weather will be for the next six hours.<br />
<br />
=== Feature: Tension Sense (CaveGuard) ===<br />
You are attuned to the sounds of the creatures in the natural environment around you. You can tell when there is danger, or something unnatural going on, because you can sense the tension in the environment around you. This feature does not work in places where their is little nature like Twolegplace (humanoid town)<br />
<br />
=== Feature: Copycat (Rogue)===<br />
You are good at copying others. Downtime training takes a few days quicker or a few gold cheaper.<br />
<br />
===Suggested Characteristics===<br />
<!--Lead text--><br />
<br />
{| class="5e" style="text-align: left;"<br />
! d8 || Personality Trait<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || My upbringing in nature and love has allowed me to feel calm and collected in almost any situation. It is clear that Twolegplace upbringing makes people slightly insane.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || I see the world as I saw it while living in my tribe, a place of safety, friendship, and truthfulness. I am trusting, no matter what other people say about the world.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || I want to know about everything and experience everything. I ask many questions and get involved in many situations.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || Kittypets are soft. They are wimps and I act with great boldness compared to their cowardly manner.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || I have wisdom and perspective beyond my years because I can see society with an uncivilized objectivity.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || I am not used to a society full of lies and deceit as compared to my much more truthful tribal society. By habit I tend to tell the truth.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || I enjoy telling stories of my exploits, even if they are not always true.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || <br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Ideal<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || '''Change.''' Life is like the seasons, in constant change, and we must change with it. (Chaotic)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || '''Generosity.''' It's better to give than to receive. (Good)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || '''Power.''' I prove my superiority through combat. (Evil)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || '''Modernity.''' you are impressed by what the rest of the world has discovered, and wish to learn everything that the modern world knows. (neutral)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || '''Wealth.''' you are thrilled by the wonderful material goods. You want to collect as many as you can and someday retire to a palace full of them. (neutral)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || '''Advancement.''' you are excited by the outside world and you want to learn as much as you can to bring back to your tribe someday. (good)<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Bond<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || You are bonded to your ancestral tribe and will do things the way your tribe does them.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || The group of people you are with becomes your new tribe.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || You were driven away from your tribe by rogues or rival tribe.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || My family or tribe is the most important thing in my life, even when they are far from me.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || Someone murdered one of my tribe members and now I seek to bring them back to my tribe for punishment.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || I have forgiven someone for some wrong they have inflicted, and now I want what's best for them.<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Flaw<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || There's no room for caution in a life lived to the fullest.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || I often react with violence to any perceived slight.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || I am slow to trust others<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || I would rather solve a problem with brute strength than with diplomacy.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || Don't expect me to save those who can't save themselves. It is nature's way that the strong thrive and the weak perish.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || I hold grudges even for minor insults and resent those who insult my honor for years.<br />
<br />
|}<br />
<vote type=1/><br />
----<br />
{{5e Campaign Settings Breadcrumb}} &rarr; [[Warrior Cats (5e Campaign Setting)|Warrior Cats]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Background]]<br />
[[Category:5e Warrior Cat Setting]]</div>Levelnom1https://www.dandwiki.com/w/index.php?title=Kinred_Cat_(5e_Background)&diff=1777540Kinred Cat (5e Background)2023-11-12T16:26:59Z<p>Levelnom1: /* Suggested Characteristics */</p>
<hr />
<div>{{Copyright Disclaimer|owner= Eric Hunter|franchise=Warriors Cat}}<br />
<br />
== Kinred Cat ==<br />
<div class="externalimage-holder" style="width:50%;float:right;"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
You have always had a way with people. You know what makes them tick, you can tease out their hearts’ desires after a few minutes of conversation, and with a few leading questions you can read them like they were children’s books. It’s a useful talent, and one that you’re perfectly willing to use for your advantage.<br />
<br />
You know what people want and you deliver, or rather, you promise to deliver. Common sense should steer people away from things that sound too good to be true, but common sense seems to be in short supply when you’re around. The bottle of pink-colored liquid will surely cure that unseemly rash, this ointment — nothing more than a bit of fat with a sprinkle of silver dust — can restore youth and vigor, and there’s a bridge in the city that just happens to be for sale. These marvels sound implausible, but you make them sound like the real deal.<br />
<br />
'''Skill Proficiencies:''' Deception and Sleight of Hand<br />
<br />
'''Tool Proficiencies:''' Disguise kit and Forgery kit<br />
<br />
'''Equipment:''' Disguise kit, forgery kit, and a pouch containing 5 gp<br />
<br />
<br />
===Feature: Leverage ===<br />
You can exert leverage over one or more individuals below you in the Kin's hierarchy and demand their help as needs warrant. The DM decides if your demands are reasonable and if there are subordinates available to fulfill them. As your status in the kin improves, you gain influence over more people, including ones in greater positions of power.<br />
<br />
===Suggested Characteristics===<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d8 || Personality Trait<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || I enjoy being the center of attention<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || I have a joke for every occasion.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || Flattery is my preferred trick for getting what I want.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || I’m a born gambler who can’t resist taking a risk for a potential payoff.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || I lie about almost everything, even when there’s no good reason to.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || Sarcasm and insults are my weapons of choice.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || I memorized the Warrior Code and I twist and loophole the code to my advantage.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || I pocket anything I see that might have some value.<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Ideal<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || '''Independence.''' I am a free spirit—no one tells me what to do. (Chaotic)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || '''Fairness.''' I never target people who can’t afford to lose a few coins. (Lawful)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || '''Charity.''' I distribute the money I acquire to the people who really need it. (Good)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || '''Creativity.''' I never run the same con twice. (Chaotic)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || '''Friendship.''' Material goods come and go. Bonds of friendship last forever. (Good)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || '''Aspiration.''' I’m determined to make something of myself. (Any)<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Bond<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || I fleeced the wrong person and must work to ensure that this individual never crosses paths with me or those I care about.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || I owe everything to my mentor—a horrible person who’s probably rotting away by themselves or dead.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || Somewhere out there, I have a child who doesn’t know me. I’m making the world better for him or her.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || I come from a powerful family, and one day I’ll reclaim my lands and leadership from those who stole them from me.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || A powerful person killed someone I love. Some day soon, I’ll have my revenge.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || I swindled and ruined a person who didn’t deserve it. I seek to atone for my misdeeds but might never be able to forgive myself.<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Flaw<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || I can’t help it but to make friends with everyone.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || I’m always in debt. I spend my ill-gotten gains on decadent luxuries faster than I bring them in...<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || I’m convinced that no one could ever fool me the way I fool others.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || I’m too greedy for my own good. I can’t resist taking a risk if there’s money involved.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || I can’t resist messing with people who are more powerful than me<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || I hate to admit it and will hate myself for it, but I’ll run and preserve my own hide if the going gets tough.<br />
|}<br />
<vote type=1/><br />
----<br />
{{5e Campaign Settings Breadcrumb}} &rarr; [[Warrior Cats (5e Campaign Setting)|Warrior Cats]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Background]]<br />
[[Category:5e Warrior Cat Setting]]</div>Levelnom1https://www.dandwiki.com/w/index.php?title=Blood_Harden_Cat_(5e_Background)&diff=1777539Blood Harden Cat (5e Background)2023-11-12T16:26:32Z<p>Levelnom1: /* Suggested Characteristics */</p>
<hr />
<div>{{Copyright Disclaimer|owner= Eric Hunter|franchise=Warriors Cat}}<br />
<br />
== Blood Harden Cat ==<br />
<div class="externalimage-holder" style="width:50%;float:right;"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
Growing up in Bloodclan, you have seen horrifying sights, you done horrible things to live, and their teachings begin to stick into your mind. All thoose years in hell was nothing to the Rite of Blood. An event which all cats go through to become a full member of Bloodclan. The leader thinks of the best way for you to suffer. The very last thing to break you and mold you into the person that they desire. Lets just say, they almost succeeded.<br />
<br />
'''Skill Proficiencies:''' Choose two from among Arcana, Investigation, Religion, or Survival<br />
<br />
'''Languages:''' Abyssal and Draconic<br />
<br />
'''Equipment:''' Bloody dagger, dog teeth collar, trinket from your Rite of Blood, and 1 sp.<br />
<br />
===Feature:Rite of Blood ===<br />
Prior to becoming an adventurer, your path in life was defined by Rite of Blood. A horrifying coming to age event in Bloodclan. Now you feel a darkness threatening to consume you, and you fear there may be no hope of escape. Choose a harrowing event that haunts you, or roll one on the Harrowing Events table.<br />
<br />
{| class="wikitable"<br />
|+ Harrowing Event<br />
|-<br />
! d10 !! Rite of Blood Event<br />
|-<br />
| 1 ||You fought to the death against a veteran Bloodclan's warrior that has laughtered dozens of innocent people. When you were about to die, they backed off and spared your life, and you don’t know why.<br />
|-<br />
| 2 ||You did terrible things to someone you loved. You became a monster, and it haunts your waking dreams. <br />
|-<br />
| 3 ||You were sent into a haunted house. In there, you saw horrifying sights but you managed to spend the entire night. Since then, you know for sure that spirits exist.<br />
|-<br />
| 4 ||Your Rite of Blood was simple. Draw something in your own blood and say some strange words. As Bloodclan celebrate your victory over a simple task, you felt something horrible clutch at your soul<br />
|-<br />
| 5 ||You had to take one of the kittens from somewhere else on one cold, dark night. You saw the horror on all the kittens as they helplessly watch you drag one of their own to hell that you live in.<br />
|-<br />
| 6 || You don't remember your Rite of Blood. You were given a strange herb. The next thing you remember is being covered in blood and Bloodclan celebrating your victory. You saw something in their eyes that you never seen before, fear.<br />
|-<br />
| 7 ||Bloodclan kidnapped and raised you. During the Rite of Blood, you escaped, but the Bloodclan's teachings still has hold over you and fills your mind with evil thoughts.<br />
|-<br />
| 8 ||You are tasked to steal one item from a spooky twoleg (humanoid). Ever since you accidently open an eldritch tome, its words and images are burned into your psyche <br />
|-<br />
| 9 ||You fought a large dog against impossible odds. You did something unspeakable to win the fight.<br />
|-<br />
| 10 ||You fought a medium dog against impossible odds. You did something unspeakable to win the fight.<br />
|}<br />
<br />
===Feature: Heart of Darkness===<br />
Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.<br />
<br />
===Suggested Characteristics===<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d8 || Personality Trait<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || I don’t run from evil. Everyone runs from me.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || I like to listen and tell stories. It keeps me calm and brings me fleeting moments of happiness.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || I spend money freely and live life to the fullest, knowing that tomorrow I might die.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || I live for the thrill of the fight.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || I don’t talk about the thing that torments me. I’d rather not burden others with my curse.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || I expect danger around every corner.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || I refuse to become a victim, and I will not allow others to be victimized.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || I put no trust in divine beings.<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Ideal<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || '''Repentance''' I try to help those in need, no matter what the personal cost. (Good)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || '''Nightmares''' I’ll stop the past from haunting me or die trying. (Any)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || '''Cleanse''' I kill monsters to make the world a safer place, and to exorcise my own demons. (Good)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || '''Unstopiable''' I have a dark calling that puts me above the law. (Chaotic)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || '''Mastermind''' I like to know my enemy’s capabilities and weaknesses before rushing into battle. (Lawful)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || '''Monster''' I’m a monster that destroys other monsters, and anything else that gets in my way. (Evil)<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Bond<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || I told someone all of my dark secrets and thoughts.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || I would sacrifice my life and my soul to protect the innocent.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || My torment drove away the person I love. I strive to win back the love I’ve lost.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || A terrible guilt consumes me. I hope that I can find redemption through my actions.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || There’s evil in me, I can feel it. It must never be set free.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || I have a child to protect. I must make the world a safer place for him (or her).<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Flaw<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || I have certain rituals that I must follow every day. I can never break them.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || I assume the worst in people.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || I feel no compassion for the dead. They’re the lucky ones.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || I seek the thrill of danger.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || I am a purveyor of doom and gloom who lives in a world without hope.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || I talk to spirits that no one else can see, not even the Sisters.<br />
|}<br />
<vote type=1/><br />
----<br />
{{5e Campaign Settings Breadcrumb}} &rarr; [[Warrior Cats (5e Campaign Setting)|Warrior Cats]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Background]]<br />
[[Category:5e Warrior Cat Setting]]</div>Levelnom1https://www.dandwiki.com/w/index.php?title=Clan_Cats_(5e_Background)&diff=1777538Clan Cats (5e Background)2023-11-12T16:26:03Z<p>Levelnom1: /* Suggested Characteristics */</p>
<hr />
<div>{{Copyright Disclaimer|owner= Eric Hunter|franchise=Warriors Cat}}<br />
<br />
==Clan Cat==<br />
<div class="externalimage-holder" style="width:50%;float:right;"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
<!--Lead Paragraph. Ask questions to help the player flesh out their background.--><br />
<br />
'''Skill Proficiencies:''' History and Survival<br />
<br />
'''Weapon Proficiencies''' You are proficient in one martial weapon of your choice.<br />
<br />
'''Equipment:''' Book on the Warrior Code<br />
<br />
===Feature: Life of a Clan Cat===<br />
You live as a clan cat. You have knowledge on how the clan works and their history. You know about the current clan politics and news. You have advantage on all checks to pretend to be a clan cat. Additionally, you may use your history modifiers instead of your persuasion modifiers when following clan traditions while interacting with other clan cats.<br />
<br />
===Suggested Characteristics===<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d8 || Personality Trait<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || I am always the first into the fray.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || I love to share trivia about my clan.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || I never forget an insult against me or my clan.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || I’m enthusiastic about everything my clan does.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || I represent my clan and take pride in my looks.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || If someone is in trouble, I’m always ready to lend help.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || I’m confident in my own abilities and do what I can to instill confidence in others.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || I pace when standing and fidget incessantly when forced to sit.<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Ideal<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || '''Common Good.''' My house serves a vital function, and its prosperity will help everyone. (Good)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || '''Tradition.''' I uphold traditions of my clan and bring honor to my family. (Lawful)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || '''Clan.''' My clan is all that really matters. (Any)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || '''Power.''' I want to ensure the prosperity of my clan and wield its power myself. (Evil)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || '''Discovery.''' I want to learn all I can, both for my clan and for my own curiosity. (Any)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || '''Protection.''' It isn’t right for innocents to suffer because of the arrogance of the powerful. (Good)<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Bond<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || My clan is my family. I would do anything for it.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || I love someone from another clan, but the relationship is forbidden.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || Someone I love was killed by a rival clan, and I will have revenge.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || I don’t care about the clan as a whole, but I would do anything for my old mentor.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || My clan must evolve, and I’ll lead the evolution.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || I’m determined to impress the leaders of my clan, and to become a leader myself.<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Flaw<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || I’m fixated on following the Warrior's code.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || I act bravely when I’m in a group, but I’m a coward when I’m alone.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || My clan and bloodline make me the best!<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || My secret could get me expelled from my clan.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || I’m slow to trust members of other clans.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || I trust the chain of command more than anything — more even than my closest friends.<br />
|}<br />
<vote type=1/><br />
----<br />
{{5e Campaign Settings Breadcrumb}} &rarr; [[Warrior Cats (5e Campaign Setting)|Warrior Cats]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Background]]<br />
[[Category:5e Warrior Cat Setting]]</div>Levelnom1https://www.dandwiki.com/w/index.php?title=Twoleg%27s_Cat_(5e_Background)&diff=1777537Twoleg's Cat (5e Background)2023-11-12T16:25:40Z<p>Levelnom1: /* Suggested Characteristics */</p>
<hr />
<div>{{Copyright Disclaimer|owner= Eric Hunter|franchise=Warriors Cat}}<br />
<br />
== Twoleg's Cat ==<br />
<div class="externalimage-holder" style="width:50%;float:right;"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
You grew up in a lush life style. With the easy prey or your owner giving your food, you easily grown fat. That hardest part of your life is boredom. You are so, so bored all the time. You have so much time on your hand and nothing to do. You wish for something interesting to happen. Some Twoleg's cat leave their safe, easy life to find some action in their life.<br />
<br />
'''Skill Proficiencies:''' Arcana and Performance<br />
<br />
'''Equipment:''' Twoleg's Souvenirs<br />
<br />
{| class="wikitable"<br />
|+ Twoleg's Souvenirs<br />
|-<br />
! d8 !! Twoleg's Souvenirs<br />
|-<br />
| 1 || Collar<br />
|-<br />
| 2 || Collar with a Bell<br />
|-<br />
| 3 || Enchanted Clothing with no Enchantments<br />
|-<br />
| 4 || Cat Toy<br />
|-<br />
| 5 || 1d8 Marbles<br />
|-<br />
| 6 || Kitty Treats<br />
|-<br />
| 7 || Bell<br />
|-<br />
| 8 || Super Bouncy Ball<br />
|}<br />
<br />
===Feature: Twoleg's Den Expert===<br />
Unlike any other cats, you have been in a Twoleg's (humanoid) Den. You know what is dangerous and what is safe. You are vaguely know what each room is used for. You know where doors and windows are located in the den. You have advantage to all rolls to convince the twoleg to let you out or in the den. <br />
<br />
===Suggested Characteristics===<br />
<!--Lead text--><br />
<br />
{| class="5e" style="text-align: left;"<br />
! d8 || Personality Trait<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || I judge people by their actions, not their words.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || If someone is in trouble, I’m always ready to lend help.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || When I set my mind to something, I follow through no matter what gets in my way.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || I have a strong sense of fair play and always try to find the most equitable solution to arguments.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || I’m confident in my own abilities and do what I can to instill confidence in others.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || I don’t like to get my hands dirty, and I won’t be caught dead in unsuitable accommodations.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || My favor, once lost, is lost forever.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || I get bored easily. When am I going to get on with my destiny?<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Ideal<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || '''Respect.''' People deserve to be treated with dignity and respect. (Good)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || '''Fairness.''' No one should get preferential treatment before the law, and no one is above the law. (Lawful)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || '''Independence.''' I must prove that I can handle myself without the coddling of my owner. (Chaotic)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || '''Might.''' If I become strong, I can take what I want—what I deserve. (Evil)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || '''Sincerity.''' There’s no good in pretending to be something I’m not. (Neutral)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || '''Destiny.''' Nothing and no one can steer me away from my higher calling. (Any)<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Bond<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || I have a family, but I have no idea where they are. One day, I hope to see them again.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || I’ve been searching my whole life for the answer to a certain question.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || I idolize a hero of the old tales and measure my deeds against that person’s.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || My tools are symbols of my past life, and I carry them so that I will never forget my roots.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || I want to be famous, whatever it takes.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || I wish my childhood sweetheart had come with me to pursue my destiny.<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Flaw<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || I am inflexible in my thinking.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || The people who knew me when I was young know my shameful secret, so I can never go home again.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || I too often hear veiled insults and threats in every word addressed to me, and I’m quick to anger.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || In fact, the world does revolve around me.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || I have trouble trusting in my allies.<br />
|}<br />
<vote type=1/><br />
----<br />
{{5e Campaign Settings Breadcrumb}} &rarr; [[Warrior Cats (5e Campaign Setting)|Warrior Cats]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Background]]<br />
[[Category:5e Warrior Cat Setting]]</div>Levelnom1https://www.dandwiki.com/w/index.php?title=Feral_Cat_(5e_Background)&diff=1777536Feral Cat (5e Background)2023-11-12T16:25:17Z<p>Levelnom1: /* Suggested Characteristics */</p>
<hr />
<div>{{Copyright Disclaimer|owner= Eric Hunter|franchise=Warriors Cat}}<br />
<br />
==Feral Cat==<br />
<div class="externalimage-holder" style="width:50%;float:right;"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
You have lived by yourself or in a rough group of rogues. You had to look for yourself first above everything else. Survival in the wild is hard and unkind. You had to eat rotten food and have gotten sick from it. What does not kill you, makes you stronger and experience bad events. It is not an easy life. <br />
<br />
'''Skill Proficiencies:''' Athletics and Perception<br />
<br />
'''Equipment:''' dead mouse<br />
<br />
===Feature: Harsh Life===<br />
No matter where you go, people are afraid of you due to your reputation. You gain advantage to poison and disease conditions.<br />
<br />
===Suggested Characteristics===<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d8 || Personality Trait<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || The only person that matters is me<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || I always have a plan for what to do when things go wrong.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || The first thing I do in a new place is note the locations of prey and shelter. I never know when I will need them<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || I stretch the truth for the sake of a good story.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || To me, a tavern brawl is a nice way to get to know a new city.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || I never pass up a friendly wager.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || My language is as foul as an otyugh nest.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || I like a job well done, especially if I can convince someone else to do it.<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Ideal<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || '''Respect.''' The thing that keeps a group together is mutual respect or fear between leader and pack members. (Good)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || '''Fairness.''' More work you do, the more reward you get. (Lawful)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || '''Freedom.''' The wilderness is freedom—the freedom to go anywhere and do anything. (Chaotic)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || '''Mastery.''' I’m a predator, and the other people in the wilderness are my prey. (Evil)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || '''People.''' I’m loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || '''Aspiration.''' Someday I’ll own my own group and chart my own territory. (Any)<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Bond<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || I’m loyal to my leader first, everything else second.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || I’m trying to pay off an old debt I owe to a generous benefactor.<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || I’ll always remember my first pack.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || Someone I loved died because of a mistake I made. That will never happen again.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || I was cheated out of my fair share of the profits, and I want to get my due.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || Ruthless person murdered my leader and rest of my pack, and left me to die. Vengeance will be mine.<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Flaw<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || I follow orders, even if I think they’re wrong.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || I’ll say anything to avoid having to do extra work.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || When faced with a choice between my life and my friends, I usually choose my life.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || If there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || I can’t help but pocket loose coins and other trinkets I come across.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || My pride will probably lead to my destruction.<br />
|}<br />
<vote type=1/><br />
----<br />
{{5e Campaign Settings Breadcrumb}} &rarr; [[Warrior Cats (5e Campaign Setting)|Warrior Cats]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Background]]<br />
[[Category:5e Warrior Cat Setting]]</div>Levelnom1https://www.dandwiki.com/w/index.php?title=Warrior_Cat_(5e_Race)&diff=1777535Warrior Cat (5e Race)2023-11-12T16:24:37Z<p>Levelnom1: /* Random Height and Weight */</p>
<hr />
<div>{{Copyright Disclaimer|owner= Erin Hunter|franchise=Warriors Cat}}<br />
<br />
== Warrior Cat ==<br />
Welcome to the world of Warrior Cats. In this world, animals are as intelligent as humans. Only a language barrier and misunderstanding has prevented the two from knowing each other's true intelligence. Warrior Cats are house hold cats that most of them live near humans but avoid them like dangerous creatures. Only a few live near them and fewer live with them.<br />
<br />
<div class="externalimage-holder" style="width:15%;float:right;"><br />
{{5e Image|float:right|https://cdn.mos.cms.futurecdn.net/CFuByrKr4LjUrJTiooWZU5-1200-80.jpg |Scottish wildcats. Ewan Macdonald }}<br />
</div><br />
<br />
===Physical Description===<br />
Normal house cat.<br />
<br />
===History===<br />
Each group has a different history. Subclass with the Clan in their name have a long and ancient history that can be traced back to one of the three great cats: tiger, leopard, and lion.<br />
<br />
Smaller groups like sisters and the tribe also have a long history but they are often in a stagnant. Their history barely has any interesting events and often live similar to their ancestors.<br />
<br />
Then their is the more solo, or small groups of cats like loner and kittypets. History is not important to them and they are not bond by traditions.<br />
<br />
===Society===<br />
Each subrace has a different society. The subclass with clan in their name have similar yet still different culture.<br />
<br />
===Attitudes and Beliefs=== <br />
The subclass with clan (exception of Bloodclan) believes that heaven is called Starclan and hell is called Place of No Stars. Their Medicine cats serve as the role of priest while leaders are known to be visited by Starclan. It is known that both afterlife can visit the living cats through dreams.<br />
<br />
The Tribe has a similar heaven to Starclan called the Tribe of Endless Hunting. Their leader serves as their priest.<br />
<br />
The Sisters believe that all cats go to the ghost residence. Each sister can see ghosts of their ancestors. While all of them has this ability, they are not as spiritual as the other two groups above.<br />
<br />
All the other groups does not believe in the afterlife or has there own made up belief.<br />
<br />
=== Warrior Cat Names===<br />
Names greatly differs depends on the subrace. Cats with the subrace with Clan often combine two different nouns. The first noun is chosen by their parents while the second noun is chosen by the leader when they become an "adult". Additionally, kittens' last noun is -kit while children in training has -paw. Leaders loose their second noun and gain the star suffix.<br />
<br />
Tribe cats names can be two nouns or one noun. Kittypet's name are chosen by their owner, but some kittypets who dislike their owners by choose a new name. All other groups have a more traditional naming convention or a single noun.<br />
<br />
'''Male:''' Lionpaw, Wood, Firestar, James<br />
<br />
'''Female:''' Moonkit, mouse, Bluestar, Luna<br />
<br />
===Warrior Cat Traits===<br />
{{5e Racial Traits<br />
|summary= Warrior Cat from Warriors<br />
|abilities= One of your abilities is increased by 1. This can not cause your total ability score to be increased by 3.<br />
|age= Warrior Cats reach maturity at around a year and can live for up to 18 years.<br />
|alignment= Warrior Cats can be from any alignment.<br />
|size= Warrior Cat varies widely in height and build, from 9-10 pounds and 8-10 inches tall. Your size is Small. <br />
|speed=Your base walking speed is 30 feet. <!--Also cover any other movement like a swimming speed--><br />
|trait1=Creature type<br />
|description1= Beast. While you do not have humanoid size nor shapes, for the purpose of spells, you are considered a humanoid creature.<br />
|trait2=Ultra-low light vision<br />
|description2=You have a cat's keen senses, especially in the dark. You can see in dim light within 30 feet of you as if it were bright light. You can see the darkness within 30 ft as if it were dim light. AS long there is a small amount of light. A few stars in the sky are enough to light to see in darkness. You can't discern color in darkness, only shades of gray.<br />
|trait3=Land on Four Paws<br />
|description3= You can safely fall up to 10 ft as long you land on your four feet.<br />
|trait4= Cat's claws<br />
|description4= Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.<br />
| trait5=Cat's bite<br />
|description5= Your bite are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed <br />
<br />
|languages= You can speak, read, and write Common and "feline."<br />
<br />
|subrace= {{inpage|Kittypet}}, {{inpage|Loner}}, {{inpage|Riverclan}}, {{inpage|Shadowclan}}, {{inpage|Thunderclan}}, and {{inpage|Windclan}}.<br />
<br />
'''{{inpage|Optional subclasses}}.''' {{inpage|SkyClan}}, {{inpage|WarriorClan}}, {{inpage|Bloodclan}}, {{inpage|Kin}}, {{inpage|Guardian Cats}}, {{inpage|Tribe of Rushing Water}}, {{inpage|Sisters}}, {{inpage|Descendance from the Sisters}}, {{inpage|Lion Descendance}}, {{inpage|Tiger Descendance}}, {{inpage|Leopard Decendance}}, and {{inpage|Mixed Blood}}<br />
}}<br />
<br />
<div class="externalimage-holder" style="width:15%;float:right;"><br />
{{5e Image|float:right|https://i5.walmartimages.com/asr/6c645094-0c55-4c4c-b145-28c9f8e076e2.5c56b84b3b5e07a793646b9a9739e485.jpeg |https://www.walmart.com/ip/Murom-Leather-Cat-Collar-with-Bell-Adjustable-Small-Pet-Kitten-Collars-Black-Brown-Pink-Blue-Pink}}<br />
</div><br />
<br />
====Kittypet====<br />
Kittypets are cats that grew up being dependent to twolegs (humans). Some of them never left the house while others go house to house to beg for food. Unlike Loners, they do not have to learn to hunt. Hunting is a fun sport or for a more tasty meal, not out of survival. Unlike Loners, they always find a suitable shelter to hide from the elements. While their survival needs are always meet, it does not mean that they live a luxurious life. Some Kittypets are harmed or suffer from their owners.<br />
<br />
{{5e Subrace Traits<br />
|abilities=<br />
|trait1=Ability Score Increase<br />
|description1= Your Intelligence score increases by 2<br />
|trait2=Urban Life<br />
|description2=You have an advantage on checks to find your way in TwoLeg (humanoid) civilization<br />
| trait3=TwoLeg's Pet<br />
|description3=You have an advantage on Persuasion, Deception, Performance, and Insight checks on TwoLeg.<br />
|trait4=Familiar with Twolegs<br />
|description4=You gain proficiency in Arcana skill.<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
====Loner====<br />
Loners are any cats that are not part of a big group nor dependent on twolegs (humans). Majority of them live by themselves or in a tiny group of two or three. There is no unified culture.<br />
<br />
;Loners vs Rogue<br />
Loners and Rogues can be used almost interchangeably. Both of them are cats that are not part of a big group nor dependent on twolegs (humans). Loners are often uses to describe friendly cats near twolegs' structure or locations. While they are not feed by the twolegs, it is possible to live in places created by twolegs (like barns) or eat food given by twolegs when their is not enough food. As such, they tend to be well fed. Rarely, Loners allow Twolegs pet them.<br />
<br />
Rogues are more violet cats or trouble maker cats. They often get into fights or annoy other cats. They trouble makers and ignore rules. They are often hungry and desperate. They tend to live a roughest life out of all the cats.<br />
<br />
{{5e Subrace Traits<br />
|abilities=<br />
|trait1=Ability Score Increase<br />
|description1=Your Constitution score increases by 2<br />
|trait2=Food Poison Resilience<br />
|description2= Clan-less cats are often forced to eat crow-food (spoiled food) to survive. You have an advantage on saving throws against poison and disease.<br />
|trait3=Relentless Endurance<br />
|description3=When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a Long Rest.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
<div class="externalimage-holder" style="width:15%;float:left;"><br />
{{5e Image|float:right|https://thumbs.dreamstime.com/b/ginger-cat-swimming-underwater-hunting-fish-pond-created-generative-ai-269726695.jpg | Stepan Popov <br />
Dreamstime.com}}<br />
</div><br />
<br />
====Riverclan====<br />
These cats are born in one of the warrior clans, Riverclan. Unlike most cats, Riverclan cats enjoy being and even play in the water. With their all-year long diet of fish, they can be plump and oily. It is known that they have the best fur out of all the cats. It is rumored that some Riverclan cats eat food made by Twolegs (human) when they get hungry. As such, some Riverclan cats are kidnapped by twolegs.<br />
<br />
{{5e Subrace Traits<br />
|abilities=<br />
|trait1=Ability Score Increase<br />
|description1=Your Charisma score increases by 2<br />
|trait2=Fur-Fish<br />
|description2=You have 20 ft swimming speed<br />
|trait3=Water Logged Fur<br />
|description3= While in water, your ac increased by 1 as long you are not wearing anything heavier than light armor<br />
|trait4=Natural Swimmers<br />
|description4=While in water, you always know which way is the surface<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
====Shadowclan====<br />
These cats are born in one of the warrior clans, Shadowclan. You are raised to see better and hide better in the dark. While it is true that all cats can see in the dark, cats from Shadowclan can do it better than anyone else. They hunt reptiles and amphibians.<br />
<br />
{{5e Subrace Traits<br />
|abilities=<br />
|trait1=Ability Score Increase<br />
|description1=Your Dexterity score increases by 2<br />
|trait2= Improved Ultra-low Light Vision<br />
|description2= Ultra-low light vision is increased to 60 ft<br />
|trait3=Blend with Darkness<br />
|description3=You have advantage on stealth when in total darkness<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
====Thunderclan====<br />
These cats are born in one of the warrior clans, Thunderclan. These cats are known to live in dense forest with brabbles and thorns. They are more open minded when it comes to ideas. Thunderclan cats tend to be stronger than most cats.<br />
<br />
{{5e Subrace Traits<br />
|abilities=<br />
|trait1=Ability Score Increase<br />
|description1=Your Strength score increases by 2<br />
|trait2=Powerful Build<br />
|description2= You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.<br />
|trait3=Avoiding Thorns<br />
|description3= As long as you are moving half speed, you do not take damage from non-magic plants<br />
|trait4=Opened Mind<br />
|description4= You have knowledge of many different skills and can choose which you want to pursue. You gain proficiency in one skill of your choice<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
====Windclan====<br />
These cats are born in one of the warrior clans, Windclan. Despite their smaller and thinner than most cats, they can be very fast when chasing prey or running away from danger. Windclan hunt small prey, like rabbits, in the open grass land. <br />
<br />
{{5e Subrace Traits<br />
|abilities=<br />
|trait1=Ability Score Increase<br />
|description1=Your Dexterity score increases by 2<br />
|trait2=Fleetfooted<br />
|description2= Your base speed is increased by 5 ft<br />
|trait3=Feline Agility<br />
|description3= Your reflexes and agility allow you to move with a burst of speed. When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
<div class="externalimage-holder" style="width:15%;float:right;"><br />
{{5e Image|float:right| | }}<br />
</div><br />
<br />
==== Custom Origins ====<br />
Cats come from all sorts of birth location and childhood. This serve as a catch-all for cats coming from a new unknown place or lifestyle<br />
<br />
{{5e Subrace Traits<br />
|abilities=<br />
|trait1=Ability Score Increase<br />
|description1=One of your ability score increases by 2. This can not cause your total ability score to be increased by 3.<br />
|trait2=Custom Origins<br />
|description2= Choose two racial traits from below:<br />
|trait3= Climate Resistance<br />
|description3= You gain resistance to cold or fire damage. Additionally, you have advantage to surviving extreme weathers that match to the resistance chosen in this trait.<br />
|trait4=Skilled<br />
|description4= You gain proficiency in two skills of your choice.<br />
|trait5=Ambush<br />
|description5=If you hit a creature with an attack roll, the creature takes an extra 2d6 damage if it hasn’t taken a turn yet in the current combat.<br />
|trait6=Tough Life<br />
|description6=You survived through worst. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled and reduce the damage by that total.<br />
<br />
You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.<br />
}}<br />
<br />
===Optional Subraces===<br />
Depending on the setting and time frame of your world, some subraces may or may not be unavailable.<br />
<br />
====Skyclan ====<br />
These cats are born in one of the warrior clans, Skyclan. Skyclan used to live with the other clan cats in the early history. When twolegs (humans) expanded into their land, they are forced to leave and find a new place far away from the other four. In the late history (or future). Skyclan rejoins the rest of the clans in their new home. Skyclan are amazing jumpers and climbers. They often hunt birds. Similar to Riverclan, they are more open to the Kittypet way of life.<br />
<br />
{{5e Subrace Traits<br />
|abilities=<br />
|trait1=Ability Score Increase<br />
|description1=Your Dexterity score increases by 2<br />
|trait2=Long Legs<br />
|description2= Whenever you make a long jump or a high jump, you can roll a 2d4 and add the number rolled to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal.<br />
|trait3=Natural Acrobats<br />
|description3=You gain acrobatic skill and have an advantage on acrobatics checks to balance yourself<br />
|trait4=Improved Land on Four Legs<br />
|description4=You ignore up to one die of fall damage as long you land on your four feet.<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
====Warriorclan ====<br />
These cats are born in one of the warrior clans, Warriorclan. Unlike the other clans, Warriorclan is made up of Kittypets and Loners. They do follow the traditions of the clans. When night comes, Kittypets go back to their owners and the Loners stay near to twoleg (human) structure. It is an attempt to get the best of two worlds: easier life for being near twolegs and more combat and survival training from the clans.<br />
<br />
{{5e Subrace Traits<br />
|abilities=<br />
|trait1=Ability Score Increase<br />
|description1=Your Intelligence score increases by 2<br />
|trait2=Friends of the TwoLegs<br />
|description2= You have an advantage on Persuasion and Performance checks on TwoLeg (human).<br />
|trait3= Warrior Training<br />
|description3=You gain proficiency in one simple weapon of your choice<br />
|trait4=Balanced Lifestyle<br />
|description4= Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
<div class="externalimage-holder" style="width:15%;float:right;"><br />
{{5e Image|float:right|https://static.wikia.nocookie.net/warriors/images/c/c3/Scourge.RP2.png| https://warriors.fandom.com/wiki/Scourge}}<br />
</div><br />
<br />
====Bloodclan ====<br />
Despite that there is the suffix clan to their name, they are a special group of Loners. The first leader, Tigerstar, created a bloodthirsty, twisted version of the clans by collecting powerful cats. Bloodclan are nasty and believe the strongest rules. Bloodclan wear a collar with dog teeth embedded in them.<br />
<br />
{{5e Subrace Traits<br />
|abilities=<br />
|trait1=Ability Score Increase<br />
|description1=Your Strength score increases by 2<br />
|trait2=Savage Attacks<br />
|description2= When you score a critical hit with a melee attack, you can roll one of the Attack's damages dice one additional time and add it to the extra damage of the critical hit.<br />
|trait3=Bloodthirsty<br />
|description3=You can take the Dash action as a bonus action. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Whenever you use this trait, you gain a number of temporary hit points equal to your proficiency bonus.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
====Kin ====<br />
Kin are a group of loners that are similar to Bloodclan. Bloodclan are a group of bloodthirsty cats in the early history while Kin are a group of power hunger cats in the late history. Like Bloodclan, Kin believes strongest rule and use a twisted version of clan's traditions. Unlike Bloodclan, they use both dirty tricks and brute strength. Bloodclan was like a bunch of extremely powerful thugs while Kin are more like an organized crime organization.<br />
<br />
{{5e Subrace Traits<br />
|abilities=<br />
|trait1=Ability Score Increase<br />
|description1=Your Strength score increases by 2<br />
|trait2=Taunt<br />
|description2=You have an extraordinary ability to fluster creatures. As a bonus action, you can unleash a string of provoking words at a creature within 60 feet of yourself that can hear and understand you. The target must succeed on a Wisdom saving throw, or it has disadvantage on attack rolls against targets other than you until the start of your next turn. The DC equals 8 + your proficiency bonus + your Intelligence modifier.<br />
<br />
You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. <br />
|trait3=Charge into Battle<br />
|description3==As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
<div class="externalimage-holder" style="width:15%;float:left;"><br />
{{5e Image|float:right|https://www.shutterstock.com/image-photo/well-camouflaged-cat-on-rock-260nw-2192796267.jpg | Frances Kan Shutterstock.com}}<br />
</div><br />
<br />
====Tribe of Rushing Water ====<br />
The Tribe of Rushing Water are small cats that live in the mountain. Most cats are divided into two equal respected groups, hunter and guard. Unlike clan cats that are good at both hunting and fighting, tribe cats only are good at one of them. The mountain contains more dangerous prey, large birds.<br />
<br />
{{5e Subrace Traits<br />
|abilities=<br />
|trait1=Ability Score Increase<br />
|description1=Your Wisdom score increases by 2<br />
|trait2=Tribe Education<br />
|description2= You have proficiency in Stealth skills. If you are a guard, you gain proficiency in Athletics or perception. If you are a hunter, you gain proficiency in nature or survival.<br />
|trait3=Camouflage<br />
|description3=Choose one environment or location that you are familiar with. During short or long rest, you can smear yourself with mud, leaf, or some other kind of material similar to that to blend with that environment or location. When you are in that environment or location, you roll with an advantage in stealth checks. Additionally, as long you are not moving, you can make hide action in the open space.<br />
Camouflage lasts until you are covered in water (by rain or swimming) or you use another short or long rest to remove/change your camouflage.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
====Guardian Cats ====<br />
Guardian Cats are a small group of peaceful healers under an abandoned twoleg (human) structure that is similar to a church. They are known to be friendly and heal any cats that come to them<br />
<br />
{{5e Subrace Traits<br />
|abilities=<br />
|trait1=Ability Score Increase<br />
|description1=Your Wisdom score increases by 2<br />
|trait2=Herb Specialist<br />
|description2=You know the purpose and how to use any healing or treatment herbs that are native to the location that you grew up in.<br />
|trait3=Emergency Treatment<br />
|description3= As an action, you can apply some healing herbs to a creature next to you and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.<br />
|trait4=Trained Healer<br />
|description4=You gain proficiency in Medicine.<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
<div class="externalimage-holder" style="width:15%;float:right;"><br />
{{5e Image|float:right|https://www.purina.co.uk/sites/default/files/2022-06/Norwegian%20Forest.1.jpg |Norwegian Forest Cat. https://www.purina.co.uk/find-a-pet/cat-breeds/norwegian-forest#no-back}}<br />
</div><br />
<br />
====Sisters ====<br />
This can be only taken by females.<br />
<br />
A group of she-cats that can interact with spirits. They are only girl cats in this group. Males are only needed for breeding and do not stay with the group for long. They dislike all toms (men) but do believe that males and females are vaguely equal. They believe that Toms (male) are guardians of the earth while they are the speakers of the spirits. Sisters are the biggest cats of them all. Their children are as big as normal sized cats.<br />
<br />
{{5e Subrace Traits<br />
|abilities=<br />
|trait1=Ability Score Increase<br />
|description1=Your Wisdom score increases by 2<br />
|trait2=Commune with the Ancestors<br />
|description2=You may use [[#Speack with the dead (5e Spell)|Speak with the Dead]] at will<br />
|trait3=Spirit Sight<br />
|description3= You can see spirits. You have an ethereal sight of 30 ft. Spirits who do not want to be seen have an advantage on stealth<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
====Descended from the Sisters ====<br />
Cats that have the blood of the sisters or they are originally from the sisters. Toms (male cats) are banished from the sisters to fend for themselves when they become old enough to survive. Unlike Sister subrace, anyone can be from this subrace, but it is still mostly females.<br />
<br />
{{5e Subrace Traits<br />
|abilities=<br />
|trait1=Ability Score Increase<br />
|description1=Your Wisdom score increases by 2<br />
|trait2=Commune with the Ancestors<br />
|description2=You may use [[#Speak with the Dead (5e Spell)|Speak with the Dead]] at will<br />
|trait3=The Other Half<br />
|description3= Choose any racial feature from another subrace except Sister. This represent your other parent or how you lived away from Sisters, Most of them become Loners or Kittypets.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
====Lion Descendent ====<br />
It is a popular belief that cats come from the three big cats: lions, tigers, and Leopards. You express the lion traits more than most cats. Unlike the other subraces, this is purely your blood. You can be born and raised in the same conditions as the other subraces.<br />
<br />
Lions are known to be brave and strong,<br />
<br />
{{5e Subrace Traits<br />
|abilities=<br />
|trait1=Ability Score Increase<br />
|description1=Your Strength score increases by 2<br />
|trait2=Brave<br />
|description2= You have an advantage on saving throws against being frightened.<br />
|trait3= Lion's Fighting Spirit<br />
|description3= When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damages dice one additional time and add it to the extra damage of the critical hit.<br />
|trait4=<br />
|description4= <br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
====Tiger Descendent ====<br />
It is a popular belief that cats come from the three big cats: lions, tigers, and Leopards. You express the tiger traits more than most cats. Unlike the other subraces, this is purely your blood. You can be born and raised in the same conditions as the other subraces.<br />
<br />
Tiger are known to see well in the dark and hiding from prey.<br />
<br />
{{5e Subrace Traits<br />
|abilities=<br />
|trait1=Ability Score Increase<br />
|description1=Your Dexterity score increases by 2<br />
|trait2= Natural Night Hunter<br />
|description2= Ultra-low light vision is increased to 60 ft<br />
|trait3= Striped Pelt<br />
|description3= You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.<br />
|trait4=<br />
|description4= <br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
====Leopard Descendent ====<br />
It is a popular belief that cats come from the three big cats: lions, tigers, and Leopards. You express the leopard traits more than most cats. Unlike the other subraces, this is purely your blood. You can be born and raised in the same conditions as the other subraces.<br />
<br />
Leopards are known to be fast and best at hunting.<br />
<br />
{{5e Subrace Traits<br />
|abilities=<br />
|trait1=Ability Score Increase<br />
|description1=Your Dexterity score increases by 2<br />
|trait2= Natural Hunter<br />
|description2= You have an advantage on all checks to hunt and kill prey (Beast Creatures with CR 0).<br />
|trait3= Leopard's Speed<br />
|description3= Your base speed is increased by 5 ft.<br />
|trait4=<br />
|description4= <br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
====Mixed Blood ====<br />
Every subrace is compatible with each other. While some of the traits from the environment, it can be reasoned that the parents taught their children on how to do it. Clan cat a rule to not fall in love with anyone else outside of their own clan. Love has no boundaries.<br />
<br />
Sisters subclass can only be mothers, never father.<br />
<br />
{{5e Subrace Traits<br />
|abilities=<br />
|trait1=Ability Score Increase<br />
|description1=The main ability score from your mother side is increased by 1 and the main ability score from your father side is increased by 1<br />
| trait2=Mother's Gift<br />
|description2= You gain one race ability from your mother's side<br />
| trait3=Father's Gift<br />
|description3= You gain one race ability from your father's side<br />
|trait4=<br />
|description4= <br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Warrior cat<br />
|feet= 10'<br />
|inches=<!--base height inches--><br />
|heightmod=<!--height modifier--><br />
|weight=<!--base weight--><br />
|weightmod=<!--weight modifier; in practice, this is multiplied by the height modifier--><br />
}}<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
<vote type=1 /><br />
----<br />
{{5e Races Breadcrumb}}<br />
<br />
{{5e Campaign Settings Breadcrumb}} &rarr; [[Warrior Cats (5e Campaign Setting)|Warrior Cats]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Small Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Beast Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
[[Category:5e Warrior Cat Setting]]</div>Levelnom1https://www.dandwiki.com/w/index.php?title=Guardian_Cat,_Warrior_Cat_Edition_(5e_Race)&diff=1777534Guardian Cat, Warrior Cat Edition (5e Race)2023-11-12T16:24:10Z<p>Levelnom1: /* Healer */</p>
<hr />
<div>{{Copyright Disclaimer|owner= Erin Hunter|franchise=Warriors Cat}}<br />
<br />
== Warrior Cat ==<br />
Welcome to the world of Warrior Cats. In this world, animals are as intelligent as humans. Only a language barrier and misunderstanding has prevented the two from knowing each other's true intelligence. Warrior Cats are house hold cats that most of them live near humans but avoid them like dangerous creatures. Only a few live near them and fewer live with them.<br />
<br />
==Guardian==<br />
"We don't all dream of being a warrior. We're healers, not fighters, and we managed to live in peace before you arrived. Not every argument needs to be settled with claws."<br />
<br />
— Fierce to Tigerheart about the guardian cats<br />
<br />
===Physical Description===<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|https://64.media.tumblr.com/e94cf491d94786c22f5e7b11c2d644ad/2cbfea6db26351c9-fe/s1280x1920/6596ffc208c9b3153ff387ac4f5b3484b782c528.png|ursiday, https://cloudtail.tumblr.com/post/683983459892510720}}<br />
</div><br />
Just a normal looking house cat.<br />
<br />
===History===<br />
The history of guardians are not well known. A stray named Pumpkin taught them about about herbs before traveling onward, and the guardian cats advanced their medicinal knowledge after.<br />
<br />
===Society===<br />
The guardian cats live in a city in the basement of a church-like building. They take in and treat sick cats and are generally peaceful without an established territory. They are all equals and do not have a ranking system. It is known to have an unofficial leader or a well respected person. All cats share responsibilities, though some take specialized roles depending on what their skills. However, all cats tend to the sick and injured. Other cats guard the basement where they reside. Cats with permanent injuries stick around forever. The guardian cats are also masters of navigating the city and are at ease walking near Twolegs, unlike Clan cats.<br />
<br />
===Guardian Names===<br />
There is no naming convention.<br />
<br />
'''Male:''' Boots, Bracken, Cobweb, Mitten, and Pipseak<br />
<br />
'''Female:''' Dotty, Feather, Fierce, Marigold, and Peanut<br />
<br />
===Guardian Traits===<br />
{{5e Racial Traits<br />
|summary=Priest-like Cats<br />
|abilities=Your {{5a|wis}} score increases by 2.<br />
|age= Guardian Cats reach maturity at around a year and can live for up to 18 years.<br />
|alignment= Guardian Cats tend to be chaotic as they are open to new ideas.<br />
|size= Guardian Cat varies widely in height and build, from 9-10 pounds and 8-10 inches tall. Your size is Medium. <br />
|speed=Your base walking speed is 30 feet. You gain 20 ft climbing speed due to your claws.<br />
|trait1=Creature type<br />
|description1= Beast. While you do not have humanoid size nor shapes, for the purpose of spells, you are considered a humanoid creature.<br />
|trait2=Ultra-low light vision<br />
|description2=You have a cat's keen senses, especially in the dark. You can see in dim light within 30 feet of you as if it were bright light. You can see the darkness within 30 ft as if it were dim light. AS long there is a small amount of light. A few stars in the sky are enough to light to see in darkness. You can't discern color in darkness, only shades of gray.<br />
|trait3=Land on Four Paws<br />
|description3= You can safely fall up to 10 ft as long you land on your four feet.<br />
|trait4= Cat's claws<br />
|description4= Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.<br />
|trait5=Cat's bite<br />
|description5= Your bite are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed <br />
|trait6=Herb Specialist<br />
|description6=You know the purpose and how to use any healing or treatment herbs that are native to the location that you grew up in.<br />
|trait7=Emergency Treatment<br />
|description7= As an action, you can apply some healing herbs to a creature next to you and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.<br />
|trait8=Urban Life.<br />
|description8=You have an advantage on checks to find your way in TwoLeg (humanoid) civilization.<br />
|trait9=Trained Healer<br />
|description9=You gain proficiency in Medicine.<br />
<br />
|languages= You can speak, read, and write Common and "feline."<br />
|subrace=Hunters, Guards, and Healer<br />
}}<br />
<br />
==== Hunters ====<br />
Your job is to hunt prey for the sick cats. Many hunters used to be a loner. You often quick to protect the peaceful Guardians.<br />
<br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|con}} score increases by 1.<br />
|trait1=Crow Food Eater<br />
|description1=Clan-less cats are often forced to eat crow-food (spoiled food) to survive. You have an advantage on saving throws against poison and disease.<br />
|trait2=Luck Hunters<br />
|description2= Once per long rest, when you fail a survival or nature roll, you may reroll and take the new result.<br />
|trait3=<br />
|description3=<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
==== Guards ====<br />
You guard from rare threats and watch for sick cats, Kittypets make good guards. You help Guardian to co-exist with twolegs.<br />
<br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|int}} score increases by 1.<br />
|trait1=Watchful Eye.<br />
|description1=You have an advantage on perception checks after 10 minutes of keeping watch.<br />
|trait2=Familiar with Twolegs.<br />
|description2= You gain proficiency in Arcana skill.<br />
|trait3=<br />
|description3=<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
==== Healer ====<br />
You are the expert healer and treatment. Unlike most groups, Guardians always need another healer.<br />
<br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|cha}} score increases by 1.<br />
|trait1=Treat the Sick<br />
|description1= You bring herbs to treat common illness. You learn spare the dying cantrip. Additionally, At 3rd level, you can cast lesser restoration without components once per long rest.<br />
|trait2=<br />
|description2=<br />
|trait3=<br />
|description3=<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
<vote type=1 /><br />
----<br />
{{5e Races Breadcrumb}}<br />
<br />
{{5e Campaign Settings Breadcrumb}} &rarr; [[Warrior Cats (5e Campaign Setting)|Warrior Cats]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Beast Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
[[Category:5e Warrior Cat Setting]]</div>Levelnom1https://www.dandwiki.com/w/index.php?title=Sister,_Warrior_Cats_Edition_(5e_Race)&diff=1777532Sister, Warrior Cats Edition (5e Race)2023-11-12T16:23:25Z<p>Levelnom1: /* Medium Cat (Optional Trait) */</p>
<hr />
<div>{{Copyright Disclaimer|owner= Erin Hunter|franchise=Warriors Cat}}<br />
<br />
== Warrior Cat World ==<br />
Welcome to the world of Warrior Cats. In this world, animals are as intelligent as humans. Only a language barrier and misunderstanding has prevented the two from knowing each other's true intelligence.<br />
<br />
==Sister==<br />
"Our ancestors were kittypets, as you call them. All the Sisters are descended from den-bound cats. Our first Mothers were one family."<br />
<br />
— Moonlight to Squirrelflight<br />
<br />
===Physical Description===<br />
The Sisters are descended from a single kittypet (domesticated house cat) family, and as such, retain much of the physical appearances as their ancestors; notably having long, thick, and sleek fur, as well as being large and well-muscled. The Sisters are much larger and stronger than the average Clan cat (wild house cat). It is assumed that sisters are Maine Coon cats, the tenth largest house cat in the world.<br />
<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|https://i.ytimg.com/vi/kXH5gUo-Hp8/hq720.jpg|CatFancast, https://www.youtube.com/watch?app=desktop&v=_h3_o8v86bo}}<br />
</div><br />
<br />
===History===<br />
Past of sisters in the warrior cat's book are not well known. When the Skyclan arrived at the lake, they need a space for themselves. Sisters were in the ideal location of the new Skyclan territory. Sisters did not want to move due to a new kit (kitten) has been born and they are too young to be moved. While Skyclan are willing to wait, the other clans grow impatient.<br />
<br />
Before and after this event, sisters have helped out the clan cats. It is fragile peace and cooperation between the two.<br />
<br />
===Society===<br />
The Sisters appeal more to the she-cats of the group. The leader of the Sisters is always a she-cat, as none of the toms (male) stay past kittenhood (childhood). The cats of the group tend to call the older she-cats "Mother" even if not biologically related; cats of similar age often call each other "Sister", or "Sisters", while the toms are simply referred to by name only. While there is a leader, some she-cats, tend to also take on a leadership role but are never outright called a leader, acting as a second in command of sorts.<br />
<br />
The Sisters have a dislike of toms, and more specifically ones not related to them. When the toms of the Sisters are around six moons, they are cast out from the group to "find their own path", as they believe the toms have a deep connection to the land and must wander and protect it, not tied to the Sisters. They decide specifically when a tom is ready by "The Claw Stars". A ceremony is held for the leaving toms at night. Toms that are cast out become loners (wild), rogues (wild), or kittypets (domesticated). Members are also taught basic herb knowledge, according, though are not as particularly skilled as a Clan's medicine cat (healer).<br />
<br />
Given that the toms are cast out, the Sisters likely take a local loner, rogue, or kittypet as a mate when they temporarily settle down, or possibly when they are journeying. It is not mandatory for a she-cat to stay with the Sisters when pregnant, or has kits. The Sisters also help raise the kits alongside the mother.<br />
<br />
=== Belief ===<br />
All members of the Sisters and cats descended from them, can communicate with ghost cats. The exact reason for this is unknown. The Sisters believe their ancestors will guide them, similar to the Clans' beliefs of StarClan. The ancestors will follow the cats, regardless if they are a she-cat that stayed with the group or a tom that was cast out. When a member of the Sisters die, they go to the ghost residence (afterlife, ethereal plane), where they can communicate with their living kin and guide them.<br />
<br />
===Sister Names===<br />
Sister's names tend to be named after an animal or something part of nature.<br />
<br />
'''Male:''' Grass, Stream, Spider, Mud, and Snail<br />
<br />
'''Female:''' Snow, Flurry, Cloud, Hawk, and Moon<br />
<br />
===Sisters Traits===<br />
{{5e Racial Traits<br />
|summary=Large cats that can see spirits<br />
|abilities=Your {{5a|wis}} score increases by 1.<br />
|age= Sister Cats reach maturity at around a year and can live for up to 18 years.<br />
|alignment= Sister Cats follow the teaching of their ancestors. Sisters tend to be in the lawful good alignment<br />
|size= Sister Cats are massive, about 50% bigger than a normal house cat. Sister cat tend to be 12-25 pounds and 10 and 16 inches tall. Your size is Large. <br />
|speed=Your base walking speed is 30 feet. Due to your claws, you have 20 ft climbing speed.<br />
|trait1=Humanoid in a Beast World<br />
|description1= Your creature type is Beast. While you do not have humanoid size nor shapes, you have the humanoid creature type as you are the "humanoid" of this world.<br />
|trait2=Ultra-low Light Vision<br />
|description2=You have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light. You can see the darkness within 60 ft as if it were dim light. You can't discern color in darkness, only shades of gray. Unlike darkvision, you require some light to see A few stars in the sky is enough to light to see properly.<br />
|trait3=Cats Always Land on Four Paws<br />
|description3= When you take fall damage, remove 5 ft from the fall distance as long you land on your four feet.<br />
|trait4= Cat's Claws<br />
|description4= Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.<br />
| trait5=Cat's Bite<br />
|description5= Your bite are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed.<br />
|trait6=Winter Coat<br />
|description6= You have resistance to cold damage and you have advantage to resist extreme cold weather.<br />
|trait7= Not Large Enough<br />
|description7= Despite your great size, your combat abilities have not greatly increased. For the purpose of natural, unarmed, and weapon attacks, you are a medium sized creature. As such, your melee attack range does not increased by 5 ft from being large.<br />
|trait8= Not Strong Enough<br />
|description8= You have a hard time moving when there is someone on your back. Your movement speed is reduced to 5 ft when a small creature or bigger is ridding you.<br />
|languages= You can speak, read, and write Common. If you are in the warrior cat's setting, you language is feline instead.<br />
|subrace= {{inpage|Sisters}}, {{inpage|Descendance from the Sisters}}.<br />
}}<br />
<br />
====Sisterhood ====<br />
This subrace is for female only. Sisterhood subrace are for cats that grew up in the sister's traveling group. As such, they have a better connection with their ancestors.<br />
<br />
{{5e Subrace Traits<br />
|abilities= Your Charisma score increases by 1<br />
|trait1=Spirit Sight<br />
|description1= You can see spirits. You have an ethereal sight of 30 ft.<br />
|trait2=Commune with the Ancestors<br />
|description2=At 5th level, You can ritually cast [[#Speack with the dead (5e Spell)|Speak with the Dead]]. When you do so, spirits are not forced to talk with you or speak truthfully.<br />
|trait3=<br />
|description3= <br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
====Descended from the Sisters ====<br />
Cats that have the blood of the sisters or they are originally from the sisters. Toms (male cats) are banished from the sisters to fend for themselves when they become old enough to survive.<br />
<br />
{{5e Subrace Traits<br />
|abilities= One of your score increases by 1. That ability score matches with the ability score given by your other half. This can not cause your total ability score to be increased by 3.<br />
|trait1=Commune with the Ancestors<br />
|description1=At 5th level, You can ritually cast [[#Speack with the dead (5e Spell)|Speak with the Dead]]. When you do so, spirits are not forced to talk with you or speak truthfully.<br />
|trait2=The Other Half<br />
|description2= This represent your other parent or how you lived away from Sisters, Most of them become Loners or Kittypets. Pick another subrace or race that is in the Warrior Cat family ([[5e Races (Warrior Cats Supplement)|Races]] ). You gain any one racial feature from that subrace or race and your ability score increasement depends on the ability score increasement of that subrace or race.<br />
|trait3=<br />
|description3= <br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
}}<br />
<br />
==== Medium Cat (Optional Trait) ====<br />
An optional trait for players that want to play as a big but normal cat.<br />
<br />
Replaces Not Big Enough and Not Strong Enough<br />
<br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|wis}} score increases by 1.<br />
|trait1=Medium Cat<br />
|description1= Your size is increased to Medium size. This does not change your height.<br />
|trait7= Powerful Build<br />
|description7= You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.<br />
}}<br />
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{{5e Races Breadcrumb}}<br />
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{{5e Campaign Settings Breadcrumb}} &rarr; [[Warrior Cats (5e Campaign Setting)|Warrior Cats]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Large Size]]<br />
[[Category:Beast Type]] <br />
[[Category:5e Warrior Cat Setting]]</div>Levelnom1