Magic Items (Warrior Cats Supplement)
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Magic Items[edit]
Offical Magic Items[edit]
All official magic items are allowed excepted armors, tools, potions, scroll, staff, wands, weapons, clothing, and other gear that does not fit cats. Some magical items change size or shape to fit a cat's body. Due to the difficulty to find rare items and the inability to create magical items, all magic items are increased by one level of rariety.
Enchanted Weapon[edit]
They keep the same rarity level. Instead of a +X weapon, one of the moves gains +X enchantment. They represent mastery over a move and self-improvement.
Enchanted Armor[edit]
They keep the same rarity level. Instead of a +X armor, one of the stances gains +X enchantment. They represent mastery over a move and self-improvement.
Enchanted Clothing (Cursed Item)[edit]
Prerequirement: Kittypet
Your twoleg (humanoid) owner has placed you in uncomfortable clothing. You gain an advantage in all charisma checks against twolegs and resisting cold weather. Your movement speed is decreased by 10 ft.
This is not normal clothing, it's magical clothing. Choose one magical item that is an item of clothing, like boots of speed or Mythril armor, Enchanted Clothing gains all magical properties of that magic item. Enchanted Clothing's rarity matches with the copied magical item rarity.
In the special case of Mythril armor enchantment, on top of the normal enchantment, you no longer lose speed while wearing this enchanted clothing.
Twolegs are the only creature that can place or remove clothing. It is possible to ruin or destroy clothing
Magic Honey[edit]
Medicine Cat can create magical honey that replaces healing potions.
Mudane Items[edit]
Cat Toy[edit]
An object that is eye-catching and fun to play with. It comes in all sizes and shapes. Examples: fake animal (often a mouse), tiny ball, or stick with an object (often feathers) tied with a string.
Kitty Treats[edit]
Tasty dried cat food. Not ideal as a survival item.
Marbles[edit]
Small round objects of strange colors. Greedy or materialistic kittypets use them as currency
Adder's Seed[edit]
A strange small seed with spikes. It is said that any cats step on it feel like they are bitten by an adder. When stepped on, the creature takes 1d4 piercing damage and make a constitution saving throw vs dc of 11 or take 1d4 physic damage. Until removed by an item interaction, whenever using that paw or dashing, take another 1d4 piercing damage.
Common[edit]
Bell[edit]
A tiny metal that produces sound when carried or moved.
Canned Food[edit]
A canned cat food. To open the canned food, it requires an athletics check with dc of 30 or at least 50 total bludgeoning damage to break open. When opened, the salty food feeds up to two cats and stays fresh for half a moon (two weeks).
Cat Backpack[edit]
Prerequirement: Kittypet
Requires attunement
A small backpack that is made for cats. It is an action to place or takes an item from the backpack. It is action to equip or take off the cat backpack. While wearing it, you cannot access the backpack. It holds up to 15 pounds of weight.
Clothing (Cursed Item)[edit]
Prerequirement: Kittypet
Your twoleg (humanoid) owner has placed you in uncomfortable clothing. You gain an advantage in all charisma checks against twolegs and resisting cold weather. Your movement speed is decreased by 10 ft.
Twolegs are the only creature that can place or remove clothing. It is possible to ruin or destroy clothing
Collar (Cursed Item)[edit]
A thick cloth that goes around the neck. While worn, you gain immunity to all damage that targets your neck. You have the disadvantage to resist grapple.
- Collar with Bell (Cursed Item)
Same as Collar but with the disadvantage to stealth due to the loud bell.
- Collar with Dog Teath (Uncommon Cursed Item)
Prequestite: BloodClan
In addition to Collar features, any creature that grapples you or you grapple them, they take a 2d4 piercing at the start of your turn.
IPod[edit]
As an action, loud, random music begins to play. It is an action to turn it off.
LED Pen Flashlight (Button)[edit]
A small cylinder object with a button. As an action, you can place the object in your mouth to push the button. When the button is pushed, it produces a dim light up to 60 ft in a line. While the object is in the mouth, the user cannot speak.
Plastic Caps Claws (Cursed)[edit]
A twoleg (humanoid) placed plastic caps over claws. All claw-based attacks deal bludgeoning and damage dice size is decreased by 1. Additionally, disadvantage to any climbing based checks.
This can be only be removed by Twolegs (human). Acidic substance or certain acidic plants (like citrus) can be used to weaken and destroy this item.
Sippy Cup[edit]
A bulky cylinder that contains enough water for one week. Cannot be refilled.
String[edit]
A simple string. Used to tie things up. Sleight of hand checks with dc of 20 to make a knot. Athletics check of dc of 10 or any attack that deals slashing or fire breaks the string. Sleight of hand checks with dc of 30 to untie the knot.
Wagon[edit]
A large pull-able object on wheels. It is used to place a large number of objects in it. It requires an athletics check with a dc of 10 to pull the wagon. The dc is increased by 1 for every 15 pounds of weight on the wagon. The base dc jumps to 15 when not on sidewalks, roads, or flat rock. On steep and extremely uneven surface (like gravel), the base dc jumps to 20.
Uncommon[edit]
Laser Pointer[edit]
A small cylinder object with a button. As an action, you can place the object in your mouth to push the button. When the button is pushed, a red dot appears on the surface 100 ft away. While it is on, as an action, you can point it at a creature that you can see within 100 ft. That creature makes a dexterity saving throw vs dc of 8 + your proficiency bonus + dexterity modifier. On a fail, that creature is blinded until the start of your next turn.
Additionally, any kittens that sees the red dot of the laser make a wisdom saving throw vs a dc of 15. On a failed, they are charmed and are compelled to catch the red dot. This charm effect ends when the creature becomes tired or bored of chasing the red dot. Additionally, the charm effect ends when chasing the red dot leads to obvious danger or when something, like the name of the effected creature, draws their attention away from the red dot.
LED Pen Flashlight (Switch)[edit]
A small cylinder object with a button. As an action, you use the switch to turn on or off the pen flashlight. When on it produces a dim light up to 60 ft in a line.
Knife[edit]
A sharp metal object that is made for cutting. You can equip this knife with your mouth. The knife deals d10 slashing with the light property. This knife will always count as an off-hand weapon.
As long the knife is equipped, you cannot talk and have +10 to intimidation against twoloegs (humanoid) or other creatures that are aware of the dangers of the knife.
Saddle Backpack[edit]
Instead of storing objects on the back, it doubles the number of free spaces by placing two storage locations on the side. On top of the features of a Backpack, it can hold 30 pounds.
Martial Moves[edit]
These "uncommon magical item" grants new special moves. It takes moons (month or 29.5 days) to master a single Martial move. Each Martial move has normal move damage and special effect.
Move Name | Damage | Property |
---|---|---|
Badger Defense | 2d12 piercing | - |
Belly Rake | 1d8 slashing | Two-handed |
Leap-and-hold | 1d8 piercing | Two-handed, reach |
Scuff Shake | 1d8 piercing | finesse |
Tail Yank | 1d4 bludgeoning | finesse |
Teeth Grip | 1d4 piercing | - |
Half-Turn Belly Rake | 1d8 slashing | - |
Ponce | 1d8 slashing | - |
Rear-up to Slash | 2d8 slashing | Two-handed, reach |
Roll Over | 1d8 bludgeoning | Two-handed, finesse |
Headbutt | 1d10 bludgeoning | Two-handed |
Badger Defense[edit]
Special: this deals 2d4 instead of 2d12 if used on any creature other than a badger.
Leap over an opponent, turn on your back legs, and bite the opponent's leg. Used only when fighting badgers.
Belly Rake[edit]
Special: This attack ignores any penalties created by grappled or restrained condition. 0n a hit, creature makes a Constitution saving throw vs 8 + Strength modified + proficiency modifier. On a failed save, you are freed from being grappled and restrained by that creature.
Slice with unsheathed claws against the soft flesh of the opponent's belly. If you're pinned down, the belly rake quickly puts you back into control.
Leap-and-hold[edit]
Special: you must be one size smaller than the target. On a hit, the creature makes a strength-saving throw vs 8 + Strength modified + proficiency modifier. On a failed save, you are on top of the creature. The creature cannot hit you with an attack. The creature may use its action to bat you off, slam into a tall object, or roll and remake the save. On a pass, you take an unmodified 1d4 bludgeoning damage and knocked off.
Ideal for a small cat facing a larger opponent. Spring onto the opponent's back and grip with unsheathed claws. Now you are beyond the range of the opponent's paws and in a position to inflict severe body wounds. A group of apprentices can defeat a large and dangerous warrior in this way. Watch for the drop-and-roll counter move, and try to jump free before you get squashed.
Scruff Shake[edit]
Special: If the creature is smaller in size than you, that creature is pushed 10 ft of your choice and takes damage equal to the original attack, effectively dealing double damage..
Secure a strong teeth grip in the scruff of your opponent's neck; then shake violently until they are too rattled to fight back. Most effective against rats, who are small enough to throw. A strong throw will stun or kill them.
Tail Yank[edit]
The creature must have a tail. On a hit, the creature makes a strength-saving throw vs 8 + Strength or dexterity modifier + proficiency modifier. On a failed save, they are prone. Creatures of smaller size than you have a disadvantage to this save.
Grab your opponent's tail and yank it with such force that your opponent is thrown off balance.
Teeth Grip[edit]
Special: on hit, creature becomes grappled.
Target your opponent's extremities – the legs, tail, scruff, or ears – and sink in your teeth and hold.
Half-Turn Belly Rake[edit]
Special: on a hit, you go under the creature and appear on the other side. This does not cost any movement BUT if an effect prevents you from moving or causes your speed to be 0, you cannot move.
Turn onto your side, slip under the opponent's belly, rake it with your claws, then swiftly turn back onto all fours out from under your opponent.
Pounce[edit]
Special: This can only be performed if the target is more than 20 feet away. The distance traveled in the jump costs your movement. Creatures must succeed on a Strength or Dexterity saving throw vs of 8 + Strength modifier + Proficiency modifier or be knocked prone.
Rear-up to Slash[edit]
Special: only use on creatures above you.
To hurt opponents coming from the air, this move can be used to rear up on the hind legs and slash at the enemy
Roll Over[edit]
Special: This move cost 5 ft of movement. Instead of making an attack roll, any creatures that are on you and in one of the 5ft square to your right or left (your choice), make a dexterity saving throw vs your 8 + proficiency bonus + strength or dexterity modifier. On a failed, all creatures take 1d8 bludgeoning damage and knock prone. On a pass, they are pushed 5 ft (their choice) away from you. Regardless of the result, you move to the spot that you rolled over to and there is no more creature on you.
If any creatures are on top of you, like from leap-and-hold, this automatically knocks them off.
Headbutt[edit]
Special: On a hit, the creature makes a strength-saving throw vs 8 + Strength modified + proficiency modifier. On a failed save, they are pushed back 5 ft.
Rare[edit]
Tactical Backpack Saddle[edit]
This large backpack saddle is made for a small dog (or a cat) to carry the maximum number of items. On top of the features of a cat backpack, it can hold up to 45 pounds. It comes with its own built-in bag of holding.
Dog Whistle[edit]
As an action, you can blow the dog whistle. All feline, rodents, and canine creatures that can hear within 320 ft make a wisdom saving throw or take d4 physical damage and have a disadvantage on the next attack roll it makes before the end of its next turn. Canine and creatures with keen senses roll with disadvantage to this save.
Magic Claws and Teeth Necklace[edit]
Require attunement
The only magical item is created by cats (other than magical honey). It is created by rare cooperation between bloodclan and sisters. This necklace has the claws and teeth of powerful foes that best represent the stats.
- Strength
The minimal strength score is 19.
- Constitution
The minimal constitution score is 19.
- Intellengence
The minimal intelligence score is 19.
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