Full Moon Cat (5e Class)

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Full Moon Cat[edit]

"Everyone feared Bloodclan. We all thought that they were undefeatable. The forest clans proved that magic and faith is stronger than brute strength. We, the Fullmoonclan, have devoted ourselves of unlocking the power that can defeat even the strongest cat."

-Unknown

Full Moon Cat[edit]

The Fullmoonclan was created shortly after the fall of Bloodclan. They saw that Bloodclan was a powerhouse that no one can defeat. How does a group of forest cats manage to beat them? Faith and magic. That is the only difference between the two. Fullmoonclan is formed to gain magical powers regardless of its cost. This desire attracted the attention of darker creatures like Dark Forest (hell). Over the years, Fullmoonclan slowly grows in number and power. Like Bloodclan, they do not follow the warrior's code and therefore only clan by name.

Modern Fullmoonclan cats spend most of their life searching and gaining magical powers. As apprentices, they communicate with the Moonclan (dead cats) to show them the way to gain greater magical powers. They have strong faith in Moonclan and their growing magical powers. Apprentices are taught that the end justifies the means. Regardless of how evil you must need to do to gain greater power, the use of your new power for good deads makes you a good person. As such, most cats believe that Fullmoonclan is a bunch of crazy, evil cats that stop at nothing to satisfy their endless thirst for magic.

What greater goal that you wish to achieve that will outweigh any evil deeds that you will do? How far are you willing to do and sacrifice to achieve that goal? What have you done so far to achieve it?

Quick Build

You can make a Full Moon Cat quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the Full Moon background. Third, choose a light crossbow and 20 bolts, an Arcane Focus, Scale Mail and a shield, and a scholar's pack.

Creating a Full Moon Cat[edit]

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Class Features

As a Full Moon Cat you gain the following class features.

Hit Points

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

Proficiencies

Armor: light armor, medium armor, and shield
Weapons: simple weapons
Tools: none
Saving Throws: Dexterity and Charisma
Skills: Choose two skills from Arcana (Two Leg), Deception, History, Intimidation, Investigation, Nature, 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 component pouch or (b) an arcane focus
  • (a) Leather armor and any simple weapon or (b) Scale Mail and a shield
  • (a) a scholar’s pack or (b) an explorer’s pack
  • two daggers

Table: The Full Moon Cat

Level Proficiency
Bonus
Features Cantrips Known Invocation Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Patron, Spell Casting 3 -
2nd +2 Eldritch Invocations 3 2 2
3rd +2 Pact Boon 3 2 3
4th +2 Ability Score Improvement 4 1 3
5th +3 Offensive Pact Boon, Price for Magic 4 3 4 2
6th +3 Patron Improvement 4 3 4 2
7th +3 Arcane Recovery 4 4 4 3
8th +3 Ability Score Improvement 4 4 4 3
9th +4 4 5 4 3 2
10th +4 Patron Improvement 5 5 4 3 2
11th +4 Magical Reserve 5 5 4 3 3
12th +4 Ability Score Improvement 5 6 4 3 3
13th +5 5 6 4 3 3 1
14th +5 Patron Improvement 5 6 4 3 3 1
15th +5 Magical Secrets 6 7 4 3 3 2
16th +5 Ability Score Improvement 6 7 4 3 3 2
17th +6 Improved Pact Boon 6 7 4 3 3 3 1
18th +6 Spell Mastery 6 8 4 3 3 3 1
19th +6 Ability Score Improvement 6 8 4 3 3 3 2
20th +6 Signature Spells 6 8 4 3 3 3 2

Patron[edit]

At 1st level, you chose a Patrons. Choose between Dragon and [[#|]], both detailed at the end of the class description. Your choice grants you features at the 1st level and again at the 6th, 10th, and 14th levels.

Spellcasting[edit]

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 list for the warlock spell list.

Cantrips

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

Preparing and Casting Spells

The Full Moon Cat table shows how many spell slots you have to cast your Warlock 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 long rest.

You prepare the list of Warlock spells that are available for you to cast, choosing from the Warlock spell list. When you do so, choose a number of Warlock spells equal to your charisma modifier + your Full Moon Cat level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level Full Moon Cat, you have four 1st-level and two 2nd-level spell slots. With a charisma of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell witch bolt, you can cast it using a 1st-level or 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 Warlock spells requires time connecting with your patron: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your charisma modifier

Ritual Casting

You can cast a Warlock spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your Warlock spells.

Eldritch Invocations[edit]

In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

At the 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the warlock description. When you gain certain Full Moon Cat levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Full Moon Cat table.

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.

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.

Pact Boon[edit]

At the 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.

Pact of the Blade

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 (see the Weapons section for weapon options). 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.

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.

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 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.

Pact of the Chain

You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against the number of spells known.

When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: tiny badger (imp stats), flying snake (pseudodragon stats), quasit (it likes to be in its bat, centipede, or toad form), or hummingbird (sprite stats).

Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction.

Pact of the Spirit

You bind one of the Moonclan (afterlife) to you. You gain 15 ft of ethereal sight.

Your Pact of the Spirit lives in the ethereal plane. Only creatures with ethereal sight can see and hear your Pact of the Spirit. While in the ethereal plane, the following is applied:

  • Pact of the Spirit cannot interact or be interacted with the material plane
  • Pact of the Spirit is immune to all damage except physic
  • When Pact of the Spirit's HP hits or goes below 0, they disappear to regenerate. After a short or long rest, Pact of the Spirit reappears near you.
Pact of the Spirit Stat
Undead Moonclan Cat
Armor Class: 12 + PB (natural armor)
Hit Points:PB
Speed: 30 ft., fly 10ft.
STR DEX CON INT WIS CHA
10 (0) 14 (+2) 1 (-5) 13 (+1) 11 (+0) 16 (+3)
Senses: Ultra-lowlight 30 ft., passive Perception 11
Languages: understands and speaks the languages you speak
Challenge: PB
Actions
Shred. Melee Weapon attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + PB fire damage.
GM note

It is up to the GM to do whatever you can control and/or role-play your spirit Guide or not.

Pact of the Tome

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.

You can use your bonus action to dismiss the Book of Shadows, shunting it into an extradimensional space. As a bonus action, you can summon the Book of Shadows in your open hand or on the ground within 5 ft of you.

Pact of the Totem

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 d6 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.

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.

Any d4 in the eldritch invocation that requires totem is replaced with d6.

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.

Offensive Pact[edit]

At the 5th level, you learn to use your pact in battle. You gain one of these feature below depending on your choice in Pact Boon.

Deadly Blade

Choose one from below:

  • Charismatic Fighter: When you attack with any weapon that you have proficiency with, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.
  • Bloodthirsty Blade: you can attack twice, instead of once, whenever you take the Attack action on your turn.
Stronger Chains

When you cast Find Familiar, it can be a beast with a CR up to your Full Moon Cat Level / 3 (rounded down).

Explosive Spirits

As an action, you briefly bring the spirit to this realm. Each creature within 5 feet of the newly summoned pact spirit (other than you) must succeed on a Dexterity saving throw against your spell save DC or take 2d6 Fire damage. After the damage has been dealt, the pact spirit returns back to ethereal realm.

Fiery Tome

You can add your charisma modifier to the damage roll to any cantrips or single target fire spell. You must have the Tome of Shadows on you.

Additionally, you can make eldritch blast deal fire damage instead of force.

Burning Talisman

The wearer of the talisman's weapons and cantrips deals extra 1d6 fire damage.

Price for Magic[edit]

At the 5th level, the raw magic on your body is taking a toll on you. Your maximum hit points are decreased by 5 and 1 additional hit points for each time you level up in full moon cat.

Arcane Recovery[edit]

At the 7th level, you have learned to regain some of your magical energy by connecting to your patron. Once per day when you finish a 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 half your full moon cat level (rounded up), and none of the slots can be 6th level or higher.

For example, if you’re a 4th-level full moon cat, 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.

Magical Reserves[edit]

By 11th level, your patron grants you a small magical reserve to cast your favorite spell. Whenever you finish a long rest, choose a 1st- or 2nd-level spell you know and that requires 1 action to cast (you needn’t have it prepared).

You can cast that spell at their lowest level without expending a spell slot when you have them prepared. If you want to cast the spell at a higher level, you must expend a spell slot as normal.

You can use this ability equal to your charisma modifier times two per long rest.

Magical Secrets[edit]

By 15th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Full Moon cat table, or a cantrip.

The chosen spells count as warlock spells for you and you must prepare them like any other normal spells.

Improved Pact Magic[edit]

At the 17th level, as a reward for your hard service, your Pact Boon has been upgraded. You gain one of these feature below depending on your choice in Pact Boon.

Parry Blade

As a reaction, you can parry the attack or spell and gain +2 AC and +4 to saving throws against the triggering effect.

Fast Chains

When your familiar makes the attack action, they can attack twice, instead of once.

Fast Summoning Spirits

You can summon your pact spirit as a bonus action.

Mystic Arcanum Tome

Choose one 6th-level spell from the warlock spell list as this arcanum.

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

Quick Rechange Talisman

Any talisman related abilities recharge after short or long rest.

Spell Mastery[edit]

At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level spell and a 2nd-level spell that you know or prepared. 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.

By spending 8 hours comminating with your patron, you can exchange one or both of the spells you chose for different spells of the same levels.

Signature Spells[edit]

When you reach the 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level spells that you know or prepared. 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 short or long rest.

If you want to cast either spell at a higher level, you must expend a spell slot as normal.

Patrons[edit]

The beings that serve as patrons for Full Moon cats are mighty inhabitants of other planes of existence—not gods, but almost godlike in their power. Various patrons give their full moon cats access to different powers and invocations, and expect significant favors in return.

Dragon [edit]

Dragons and wyrmlings were once normal lizards and snakes. Dragon and wyrmling gain such powers from hoarding enough magical items to absorb the passive magic in them. Dragon Full Moon cat found out that any creature can do this dragon transformation. It requires a much stronger magical item to trigger this transformation

Dragon's Items

At the 1st level, like a normal dragon and wyrmling, you hoard your personal hoard of magical items. You gain 8 common magical items, 4 uncommon magical items, 2 rare magical items, or a legendary magic item called dragon stone (When attuned with a dragon stone, you begin your transformation into a dragon). You permanently lose any ability of the dragon warlock if anyone uses those magical items.

For balance reasons, dragon stone would be the best option for a dragon's item and it is easier to keep it safe.

After completing your dragon's transformation, choose your type from below. This will be your dragonic element.

Dragonic Element
Color Element Type
Copper or Black Acid
Silver or White Cold
Brass, Gold, or Red Fire
Blue or Bronze Lightning
Green Poison
Expanded Spell List

The Dragon lets you choose from an expanded list of spells when you prepare a warlock spell. The following spells are added to the warlock spell list for you.

Dragon Expanded Spell List
Spell Level Spells
1st burning hands, Absorb Elements
2nd Dragon's Breath (you can only cast this on yourself), enlarge/reduce
3rd Elemental Weapon, fear
4th Elemental Bane, polymorph
5th cone of cold, telepathic bond
Dragonic Influence

At the 1st level, you can channel draconic power to magnify your presence and imbue your magic with the essence of a dragon’s breath. You gain the following benefits:

  • Draconic Presence.

If you fail a Charisma (Intimidation) or Charisma (Persuasion) check, you can use your reaction to reroll the check, as you tap into the mighty presence of dragons. Once this feature turns a failure into a success, you can’t use it again until you finish a long rest.

  • Draconic Strike.

You can change the damage type of burning hands and cone of cold to your Dragonic Element.

  • Draconic Resilience

When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.

  • Tongue of Dragons

You learn to speak Python or one other language of your choice.

Breath of the Dragon

At the 6th level, you gain the legendary dragon's breath. When you take the Attack action on your turn, you can replace one of the attacks with an exhalation of draconic energy in either a 20-foot cone or a 30-foot line that is 5 feet wide (your choice). Each creature in that area must make a Dexterity saving throw against your spell save DC, taking damage of your Dragonic Element damage type equal to proficiency bonus (max 4) rolls of d4 on a failed save, or half as much damage on a successful one.

After using the breath of the dragons, roll 2d12. If both are 1s, you no longer can use a breath of the dragons until you spend a long rest with your dragon's items.

At the 14th level, the damage die of this feature increases to d6.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Elemental Infused Attack (Optional)

Replaces: Breath of the Dragon

Not all dragons and Wyrmling can breathe elemental attacks.

At the 6th level, you can infuse your attack with elemental energy. When you deal damage with a weapon on your turn, you can deal extra damage of your Dragonic Element damage type equal to proficiency bonus (max 4) rolls of d4.

After using the Elemental Infused Attack, roll 2d20. If both are 1s, you no longer can use an Elemental Infused Attack until you spend a long rest with your dragon's items.

At the 14th level, the damage die of this feature increases to d6.

You can use this feature a number of times equal to two times your proficiency bonus, and you regain all expended uses when you finish a long rest.

Aspect of the Dragon

At the 10th level, the power of your draconic spirit now radiates from you, warding your allies or inspiring fear in your enemies. As a bonus action, you can create an aura of draconic power that radiates 10 feet from you for 1 minute. For the duration, you gain one of the following effects of your choice:

  • Frightful Presence.

When you create this aura, and as a bonus action on subsequent turns, you can choose a creature within the aura. The target must succeed on a Wisdom saving throw against your spell save DC or become frightened of you 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.

  • Resistance

You and your allies within the aura have resistance to your draconic element.

Once you create this aura, you can’t create it again until you finish a long rest, unless you expend 2nd level spell slot or higher to create it again.

Dragon's Rage

At the 14th level, you can call forth the dragon's rage. When you activate your Aspect of the Dragon, draconic fury explodes from you. Choose any number of creatures you can see in your aura. Each of those creatures must succeed on a Dexterity saving throw against your spell save DC or take 4d6 + your charisma modifier of your draconic elemental damage.

HB or Official Warlock Subclass [edit]

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

Expanded Eldritch Invocations[edit]

Full Moon cat can use any warlock eldritch invocation and any of the following below.

Combat Spirit[edit]

You gain the ability to bring your spirit into your plane for combat. If you can see your Pact of the Spirit, you can use an action to bring your Pact of the Spirit, to your current plane of existence, in the nearest unoccupied space.

While in this transparent but physical state, the following effects are applied:

  • Pact of the Spirit loses all damage immunity except fire
  • Pact of the Spirit can be interacted or be interacted with the material plane
  • When the Pact of the spirit "dies" in a plane that is not ethereal (like a material plane), instead of "dying", the spirit guide instead returns to ethereal with full health.
  • You can use your action to make the Pact of the spirit make a single weapon (move) attack as their reaction.

If the Pact of the spirit is in combat, the spirit shares your initiative count, but it takes its turn immediately after yours. They can only move, use their reaction, take Dodge action, or Attack action on their own.

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 Pact of the Spirit can take any action of its choice, not just Dodge and Attack. They are not compelled to follow your orders and have the option to refuse your order as they are free spirits.

Battle Spirit[edit]

Prerequisite: 5th level, pact of the spirit

Your pact of the spirit is prepared for battle. Shread's damage dice is increased to d10. Additional, pact of the spirit gain Fire Spit. It is a ranged weapon attack that uses your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.

Explosive Entry[edit]

Prerequisite: 5th level, pact of the spirit

Your Pact of the Spirit makes an explosive entry. Each creature within 5 feet of the spirit (other than you) when the Pact of the Spirit appears must succeed on a Dexterity saving throw against your spell save DC or take d6 of your proficiency bonus of fire damage.

Magic Spirit Bond[edit]

Prerequisite: 7th level, pact of the spirit

The bond with your Pact of the spirit enhances your destructive and restorative spells. Whenever you cast a spell that deals fire damage or restores hit points while your Pact of the spirit is summoned, roll a d6, and you gain a bonus equal to the number rolled to one damage or healing roll of the spell.

In addition, when you cast a spell with a range other than self, the spell can originate from you or your Pact of the spirit.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Full Moon Cat class, you must meet these prerequisites: Charisma 13

Proficiencies. When you multiclass into the Full Moon Cat class, you gain the following proficiencies: light armor, medium armor, and shield.

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