Eclipse Cat (5e Class)

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Eclipse Cat[edit]

"We are disgusted of the length that you (Fullmoonclan) is willing to do for power. Me and my followers will right the your wrong actions. You have started this, but we will end it."

-Unknown

Eclipse Cat[edit]

After a major division in Fullmoonclan about the moral and limits of getting more power. About half of the Fullmoonclan slinter off and created Eclipseclan. While Fullmoonclan gain power, no matter the cost, Eclipse clan believes that great power comes at great price and responsibility. Since the split, Eclipseclan has taken up the clan traditions and use the warrior code.

Eclipseclan focuses on gaining power through the careful study of magic. They choose to take the slower more controlled path to power. They believe that great magic power should be achieved through their own hard work. It should not be from "gifts" and borrowed from deals. Apprentice goes through a long learning process to fine-tune their abilities.

Eclipseclan spends a large amount of time preventing Fullmoonclan from doing evil actions. As such, many outside think that Eclipseclan are good cats that use their powers responsibly.

Creating a Eclipse Cat[edit]

How do you use your magic responsibly? What do you plan to use your magic for? What do you think of the clans and Fullmoonclan?

Quick Build

You can make an Eclipse Cat quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by the constitution. Second, choose the eclipse background. Third, choose a light crossbow and 20 bolts and explorer's pack.

Class Features

As a Eclipse Cat you gain the following class features.

Hit Points

Hit Dice: 1d8 per Eclipse Cat level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Eclipse Cat level after 1st

Proficiencies

Armor: none
Weapons: Simple Weapons
Tools: none
Saving Throws: Constitution and Intelligence
Skills: Choose two from Arcana (twoleg), Deception, Insight, Intimidation, Persuasion, and Religion

Equipment

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

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • Two daggers and Arcane Orb

Table: The Eclipse Cat

Level Proficiency
Bonus
Features Cantrips Known Number of Spell Slots Spell Slot Level
1st +2 Spellcasting, Magic Protection, Arcane Protection 4 1 1
2nd +2 Font of Magic, Arcane School 4 1 1
3rd +2 Metamagic, Higher Education 4 2 1
4th +2 Ability Score Improvement 5 2 1
5th +3 External Education 5 2 2
6th +3 Arcane Schools Improvement 5 2 2
7th +3 Lesser Sorcererous Restoration 5 2 2
8th +3 Ability Score Improvement 5 2 2
9th +4 5 2 3
10th +4 Metamagic 6 2 3
11th +4 Arcane Schools Improvement, Advanced Font of Magic 6 2 3
12th +4 Ability Score Improvement 6 2 3
13th +5 Advanced Font of Magic (7th) 6 2 4
14th +5 Arcane Schools Improvement 6 2 4
15th +5 Advanced Font of Magic (8th) 6 2 4
16th +5 Ability Score Improvement 6 2 4
17th +6 Advanced Font of Magic (9th) 6 2 5
18th +6 Metamagic 6 2 5
19th +6 Ability Score Improvement 6 2 5
20th +6 Sorcerous Restoration 6 2 5

Spellcasting[edit]

At 1st level, your arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the Sorcerer spell list.

Spellcasting

As a student of arcane magic, you have a Arcane Orb containing spells that show the first glimmerings of your true power.

Cantrips

At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Eclipse Cat table.

Arcane Orb

At 1st level, you have a Arcane Orb containing six 1st-level sorcerer spells of your choice. Your Arcane Orb is the repository of the sorcerer spells you know, except your cantrips, which are fixed in your mind.

The spells that you add to your Arcane Orb 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 sorcerer's chest, for example, or in a dusty tome in an ancient library.

Copying a Spell into the Ord.

When you find a sorcerer spell of 1st level or higher, you can add it to your Arcane Orb if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.

Copying a spell into your Arcane Orb involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the sorcerer who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your Arcane Orb using your own notation.

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. Once you have spent this time and money, you can prepare the spell just like your other spells.

Bonded Orb

As an action, you can create or destroy your Arcane Orb. Destruction of your orb does not loose the spells stored inside it. When left alone, your Arcane Orb floats and follow you around.

The Orb's Appearance

Your Arcane Orb is a unique compilation of spells created from advanced alchemy. It may be a stone ball with arcane runes. Or it can be a red ball. It can be a clear marble. There is so many ways to create and decorate your Arcane Orb.

Preparing and Casting Spells

The sorcerer table shows how many spell slots you have to cast your sorcerer 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 short or long rest.

You prepare the list of sorcerer spells that are available for you to cast. To do so, choose a number of sorcerer spells from your Arcane Orb equal to your Intelligence modifier + your sorcerer level (minimum of one spell). The spells must be of a level no greater than Eclipse Cat levels / 4 (rounded up).

For example, if you're a 3rd-level sorcerer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your Arcane Orb. If you prepare the 1st-level spell Charm Person, 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.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of sorcerer spells requires time spent studying your Arcane Orb 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.

Spellcasting Ability

Intelligence is your spellcasting ability for your sorcerer spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting

You can cast a sorcerer spell as a ritual if that spell has the ritual tag and you have the spell in your Arcane Orb. You don't need to have the spell prepared.

Spellcasting Focus

You can use an Arcane Orb as a spellcasting focus for your sorcerer spells.

Learning Spells of 1st Level and Higher

Each time you gain a sorcerer level, you can add two sorcerer spells of your choice to your Arcane Orb. Each of these spells must be of a level for which you have spell slots, as shown on the sorcerer table. On your adventures, you might find other spells that you can add to your Arcane Orb.

Magic Protection[edit]

At 1st level, you learn some basic protection against magic. When you are targeted by a magic spell, you can use your reaction to add +1d4 AC or to your saving throw against this spell. When you use this reaction, you cannot use metamagic on your next turn.

Arcane Protection[edit]

Beginning at 1st level, you learn to create your own armor from magic. You can cast mage armor at will.

Font of Magic[edit]

At the 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.

Sorcery Points

You have 2 sorcery points, and you gain one more each time you gain a level in this class. You can never have more sorcery points than your Eclipse Cat level. You regain all spent sorcery points when you finish a long rest.

Flexible Casting

You can use your sorcery 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.

Creating Spell Slots

You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.

Any spell slot you create with this feature vanishes when you finish a short or long rest.

Creating Spell Slots
Spell Slot Level Sorcery Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
Converting a Spell Slot to Sorcery Points.

As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.

Arcane School[edit]

At 2nd level, you chose a Arcane Schools. Choose between Medicine Cat, [[#|]], [[#|]], [[#|]], [[#|]], [[#|]], [[#|]], [[#|]], [[#|]], [[#|]], all detailed at the end of the class description. Your choice grants you features at 2nd and again at 6th, 11th, and 14th levels

Metamagic[edit]

At the 3rd level, you gain the ability to twist your spells to suit your needs. You gain one of the Metamagic options from the sorcerer class of your choice. You gain another one at the 10th and 18th levels.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Higher Education[edit]

At the 3rd level, you learn advanced spells much sooner than normal. Choose up to your proficiency modifier of spells from the sorcerer, warlock, and wizard spell list. They must be equal or lower level than Eclipse Cat level /2 (rounded up). You learn those spells as sorcerer spells and do not count towards the number of learned spells. These spells are memorized and not recorded in your Arcane Orb

You can use created spell slots from Font of Magic or Advanced Font of Magic to cast higher-level spells.

Whenever you gain a level in Eclipse Cat, you can replace one of your spells gained from this feature.

Ability Score Improvement[edit]

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.

External Training[edit]

At the 5th level, you learn offensive skills from other cats. Choose one of the following features:

Loners' Combat Skills

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Kittypets' Encouragement

You gain Bardic Inspiration and Font of Inspiration from Kittypet. Your bardic dice will always be 1d6.

Additionally, you expend a bardic dice and add it to your attack rolls.

Sister's Spiritual Teaching

As an action and 3 sorcery points, you summon a friendly Spector from the ethereal plan. Spector takes their actions after your turn. They remains on this plane until they die or 1 hour has passed. You can only have one Spector at the same time. If it is possible, you summon the same Spector as the last one.

Additionally, you have ethereal sight of 20 ft

Fullmoonclan' Fire Mastery

You can add your intelligence modifier to the damage roll to any cantrips or single target fire spell.

Lesser Sorcerous Recovery[edit]

At the 7th level, you use excess magic power from spell slot recovery to restore your own sorcery points. Once per long rest, you regain equal to Eclipse Cat Levels / 4 (rounded up) of expended sorcery points whenever you finish a short rest.

Advanced Spell Slot Creation[edit]

At the 11th level, your years of experience in spell slot creature has unlocked higher spell slot levels. You can use sorcery points to create spell slots up to the 6th level, as seen below. As normal, these spell slots disappear after a short or long rest.

At higher levels, you can create bigger spell slots. At 13th, you can create 7th level spell slot. At 15th, you can create 8th level spell slot. At the 17th level, you can create 9th level spell slots.

Unlike the lower spell slots, it requires a lot of effort to create one. You can create only one per spell slot level. You must complete a long rest to create another spell slot of the same level.

Advanced Spell Slots Creation
Spell Slot Level Sorcery Point Cost
6th 9
7th 10
8th 11
9th 13

Sorcererous Recovery[edit]

At the 20th level, you regain 4 expended sorcery points whenever you finish a short rest.

Arcane Schools[edit]

In order to prevent cats from being power-hungry, arcane schools were set up. These schools teach a field of study to help cats learn magic through skills and effort, not through deals.

Medicine Cat[edit]

Like any clans, Eclipseclan has a medicine cat. Unlike most medicine cats, they use magic and magical abilities over the use of plants and herbs. Learning healing and treatment magic is not as different as learning combat magic. As such, Medicine cats in Eclipseclan is both a warrior and a medicine cat.

Belief in a Greater Power

At 2nd level, your belief changes your Medicine Cat features now and at future levels. A Medicine Cat be a follower of Starclan, Dark Forest, or Nature. Whenever you level up or after an important event has happened, it is possible to change your belief, with the GM's approval.

Starclan

A follower of Starclan try their best to help others and serve as the connection to Starclan (heaven). They are the priest of their clan. Almost all Medicine Cats are believers of Starclan, as such, most people believe that all Medicine Cats are followers of Starclan. You gain the following benefits:

  • Sign Reading

You can read signs sent by Starclan. The GM will inform you when you receive a sign. Signs are often vague warning or foreshadowing about the future. Additionally, sometimes when you are sleeping, especially in holy sites, you can talk with Starclan.

  • Divine Magic

When your Spellcasting feature lets you learn 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.

Dark Forest

A follower of Dark Forest (Hell) try their best to become as powerful as possible, no matter the method. They are serve frightening position in their clan. ou gain the following benefits:

  • Knowledge of the Shadow Book

The cats of the dark forest grant you their dark knowledge. When you gain this feature, choose two cantrips from warlock's spell list.

  • Corrupt Magic

When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the warlock 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.

  • Harsh Dream Training

Sometimes you receive dangerous magical training that creates wounds in the real world while other times. After completing a long rest, you take necrotic damage.

Nature

A follower of Nature does not believe in the afterlife. Instead, they use a combinations of herbs and plants to create spell-like magic, similar to artificer's magic from D&D. They serve as a herbalist expert in their clan. You gain the following benefits:

  • Fake Signs

You see no harm in creating fake signs to help your clan. Once per moon (1 month), you can create your own sign from "Starclan". You have advantage on all rolls to convince others that you received a sign and all creatures have disadvantage to discover your lie.

If a creature knows that you have a history of faking the signs, they automatically pass any rolls to discover your lie.

  • Natural Magic

When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the druid 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.

Favorite Spell

At 2nd level, you easily cast spells that you have memorized. You learn an additional spell based on your Belief in a Greater Power, as shown below. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known.

Whenever you gain a level in this class, you can replace your favorite spell with a the same leveled spell that requires concentration. The spell list is cleric for Starclan, warlock for dark Forest, and druid for Nature.

Favorite Spell
Level Starclan Dark Forest Nature
2nd heroism cause fear entange
5th enhance ability crown of madness spike growth
9th beacon of hope enemies abound wind wall
13th control water shadow of moil grasping vine
17th dispel evil and good enervation control winds
Favored by Them

At 2nd level, you feel the protection of your greater power. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome.

Once you use this feature, you can't use it again until you finish a short or long rest. You can spend 2 sorcery points to regain an use in this feature.

Instinctive Casting

At 6th level, you can cast your favorite spells without thinking about it. When you cast any spell of 1st level or higher from your Favorite Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell's level. If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.

Create Intervention

At 11th level, you can help greater power interact with this world. As an action and expend any number of sorcery points, you describe the assistance you seek that Greater Power can provide, and roll percentile dice. If you roll a number equal to or lower than your eclipse cat level + the amount of sorcery points expended, they provides. The DM chooses the nature of the intervention; the effect of any cleric, druid, ranger, or warlock spell that would be appropriate.

If they respond, you cannot use this feature for 1 week. Otherwise, you must wait until you complete a short or long rest.

Raising the Tired Dead

At 14th level, you learn to bring to dead back to life, at a heavy cost. You learn revivify. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known.

You may choose to ignore the material cost. If you do so, they gain 5 levels of exhaustion. For ever 3 sorcery points you expended, you can reduce 1 level of exhaustion caused by this spell.

Guard Magic[edit]

You focus on making yourself able to handle even the hardest hits. Well... as well as magic can make you survive the cruel world.

Abjuration Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a abjuration spell into your Arcane Orb is halved.

Bonded Shield

At 2nd level, you infuse magic into a shield to make it weightless and easy to use. At the end of a long rest, touch one flat object that is similar size to a shield. It turns into your bounded shield and gain the properties of a normal shield. You are always have proficiency in your bounded shield. As a bonus action, you can summon and equip your bounded shield. As a bonus action, you can unequip your bounded shield.

Additionally, you can throw your bonded shield as a bonus action. It has 20/60 throwing range with light property and uses your spell attack. On a hit, it deals 1d4 magical bludgeoning.

You can use your action to cause your bonded shield to float next to you. You still benefit from the shield. Due to the constant somatic requirements to maintain control over your shield, you can only use your free off hand to preform simple item interactions and somatic components for a spell.

Expanded Education into Abjuration

At 6th level, you learn more about abjuration magic. When you learn a new spell from Advanced Education, you can learn abjuration spells from any spell list instead of learning a new warlock or wizard spell.

Additionally, whenever you cast Abjuration magic and not use any metamagic, you can use Extend Metamagic without expending any sorcery points.

Capture Abjuration Magic

At 11th level, you can keep some of your abjuration magic when you cast it. When you cast a 2nd level or higher abjuration magic, you gain 1 sorcery point. This cannot go over your maximum as normal.

Spell Resistance

At 14th level, you have advantage on saving throws against spells.

Furthermore, you have resistance against the damage of spells.

HB or Official Wizard Subclass [edit]

You can use any HB (with the usual approval of GM) and official subclasses for wizard.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Eclipse Cat class, you must meet these prerequisites: Int 13

Proficiencies. When you multiclass into the Eclipse class, you gain the following proficiencies: simple weapons

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