Medicine Cat (5e Class)

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Medicine Cat[edit]

"The bond between medicine cats felt almost stronger than the bond between Clanmates. They shared knowledge and visions warriors would never experience. Their connection with Starclan tied them to one another almost like kin."

— Alderheart's thoughts in Darkest Night, page 119

What is a Medicine Cat?[edit]

In this world, animals, like cats, are as smart as humans. Some of the cats group up together and call themselves as clan cats. In these clans, there is one or two Medicine Cat(s). Unlike most of the clan cats, they are not trained for combat or hunting. Instead, they are the healers, herb gathers, and priest of the clan. In other words, the cleric from D&D.

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.

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.

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.

Creating a Medicine Cat[edit]

What do you follow: Starclan (heaven), Dark Forest (hell), or neither? Why? Why do you choose the lonely path of Medicine Cat? Any negative or possitive event that has happened on your job?


Quick Build

You can make a Medicine Cat quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitutions. Second, choose the Medicine Cat background (Paw). Third, choose quarterstaff, scale mail, a light crossbow and 20 bolts, and a priest pack

Class Features

As a Medicine Cat you gain the following class features.

Hit Points

Hit Dice: 1d10 per Medicine Cat level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Medicine Cat level after 1st

Proficiencies

Armor: light and medium armor, and shield
Weapons: Simple weapons
Tools: Choose two from History, Insight, Medicine, Persuasion, and Religion
Saving Throws: Intelligence, Wisdom
Skills:

Equipment

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

  • (a) a quarterstaff or (b) any simple weapon
  • (a) scale mail or (b) leather armor
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a priest’s pack or (b) an explorer’s pack
  • A shield and a holy symbol

Table: The Medicine Cat

Level Proficiency
Bonus
Features Herbal Rest Die Discovery Invocations Number of Spell Slots Spell Slot Level
1st +2 Expert Herbalism, Herbal Rest, Discovery Invocation D4 1 - -
2nd +2 Connection with Greater Power, Spellcasting D4 1 1 1
3rd +2 Cross Training D4 1 2 1
4th +2 Ability Score Improvement D6 1 2 1
5th +3 Harm and Heal D6 2 2 2
6th +3 Cross Training improvement D6 2 2 2
7th +3 D6 3 2 2
8th +3 Ability Score Improvement D6 3 2 2
9th +4 - D8 3 2 3
10th +4 Other Worldly's Intervention D8 3 2 3
11th +4 D8 4 2 3
12th +4 Ability Score Improvement D8 4 2 3
13th +5 - D10 4 2 4
14th +5 D10 5 2 4
15th +5 Cross Training improvement D10 5 2 4
16th +5 Ability Score Improvement D10 5 2 4
17th +6 - D12 5 2 5
18th +6 Cross Training improvement D12 5 2 5
19th +6 Ability Score Improvement D12 5 2 5
20th +6 Power of Greater Power D12 6 2 5

Expert Herbalism[edit]

At 1st level, most of Medicine Cat's training is memorizing herbs and what they do. You know what each and every local plan is and how they interact with cats.

During short or long rest, you can use the available herbs to treat conditions and wounds of cats. As long you have the right herbs and the condition effect is non-magical, you can treat one negative condition on a resting creature. The treated creature makes a Constitution save + your Intelligence modifier vs a DC given by the GM. On a pass, the condition is removed or it becomes weaker (like slowly treating a disease). The save is rolled with advantage if there is another medicine cat helping or in a well-stocked location (like medicine cat's den).

Herbal Rest[edit]

Beginning at the 1st level, you can use herbs or plants to patch up wounds on your wounded allies during a short rest. Any creatures who receive your treatment and regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d4 hit points. Hit points increase as you get more levels in this class, as seen Herbal Rest in the Medicine Cat Table

Discovery Invocation[edit]

At 1st level, each medicine cat learn and talented in different things. Discovery Invocation is the features and abilities you learn from other Medicine cat. You gain one invocations of your choice. When you gain certain Medicine cat levels, you gain additional talent of your choice, as shown in the Talents Known column of the Medicine cat table. A level prerequisite refers to your level in this class.

Some discovery invocation use a DC or a spell saving DC. The DC for these invocations are 8 + your intelligence modifier + your proficiency mod.

Additionally, whenever you reach a level in this class that grants the Ability Score Improvement feature you can choose one of the talents you know and replace it with another talent that you could learn at that level.

Connection with Greater Power[edit]

Beginning at the 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.

  • Guidance Tattoo

StarClan is known for guiding the living. After a long rest, choose one creature of your choice that you can see or name. An invisible tattoo is placed on that creature. When that creature fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This bonus dice can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a short or long rest.

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. You gain the following benefits:

  • Knowledge of the Tome

The cats of the dark forest grant you their dark knowledge. When you gain this feature, choose two cantrips and one 1st level spell from the warlock spell list.

  • 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 1 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 that you lie about the signs.

  • Unchained Companion

You made friends in the wild. You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells prepared.

When you cast the spell, you can choose one of the normal forms for your familiar or pick any cr 0 or 1/8 beast (with gm approval).

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.

Spell Casting[edit]

At 2nd level, you learn magic depending on your belief.

Spell Slots

The Medicine Cat table shows how many spell slots you have to cast your Medicine Cat spells of 1st through 5th level. 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 Medicine Cat spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

Spells Known of 1st Level and Higher

At 2nd level, you know all spells in your spell list. Each time you can cast a higher level spell, you learn all of thoose spells at that level. Your spell list changes depending on your belief from Connection with Greater Power. Starclan uses the Follower of Starclan Spell List. Dark Forest uses the Follower of Dark Forest Spell List. Nature uses the Follower of Nature Spell List

Spellcasting Ability

Intelligence is your spellcasting ability for your Medicine cat spells. 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 Medicine cat 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

Spellcasting Focus

You can use Druid Focus as a spellcasting focus for your Medicine cat spell.

Cross Training[edit]

At 3rd level, you chose a Cross Trainings. Choose between Arcane Field, Field Medic, Healer Field, Riverclan, Shadowclan, Skyclan Thunderclan, Warriorclan and Windclan, both detailed at the end of the class description. Your choice grants you features at 3rd and again at 6th, 15th, and 18th levels.

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.

Harm and Heal[edit]

At the 5th level, you learn to use your items at a faster pace. When you make the attack or spell action, you use a bonus action to take out an item and use that item (unlike thief rogues, you can use magic items).

Other Worldly's Intervention[edit]

Beginning at 10th level, you can call out to the greater power when your need is great. Your greater power depends on the belief that you have chosen in Connection with Greater Power. If your other worldly intervenes, you can't use this feature again for a moon phase (7 days). Otherwise, you can use it again after you finish a long rest.

Starclan

As an action, you describe the assistance you seek that Starclan can provide, and roll percentile dice. If you roll a number equal to or lower than your Medicine cat level, they provides. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.

Dark Forest

As an action, you describe the assistance you seek that Dark Forest can provide, and roll percentile dice. If you roll a number equal to or lower than your Medicine cat level, they provides. The DM chooses the nature of the intervention; the effect of any Warlock spell or Warlock domain spell would be appropriate.

Nature

As an action, you describe the assistance you seek that Nature can provide, and roll percentile dice. If you roll a number equal to or lower than your Medicine cat level, they provides. The DM chooses the nature of the intervention; the effect of any druid or ranger spell or druid or ranger domain spell would be appropriate.

Power of Greater Power[edit]

At the 20th level, you uncover the greatest power that your greater power can offer. Your greater power depends on the belief that you have chosen in Connection with Greater Power.

Starclan

You can cast Raise the Dead without spell slot. You may ignore material components as long it is night and the spell is performed in a holy location. Once you cast this spell, you cannot use this ability again until the next long rest.

Dark Forest

You can cast Infernal Calling without a spell slot. You may ignore material components as long it is night time. Once you cast this spell, you cannot use this ability again until the next long rest.

Nature

You can cast awaken without a spell slot. You may use Greater Honey instead of agate worth at least 1,000 gp for the material component for this spell. The honey is consumed as normal. Once you cast this spell, you cannot use this ability again until the next long rest.

Discovery Invocations[edit]

Armor of Light

You can cast shield of faith on yourself at will, without expending a spell slot or material components.

Holy Presence

You gain proficiency in the Intimidation and Persuasion skills.

Radiant Sight

You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Scholasticism

You can read all writing.

Level 5[edit]

Healing Honey

You start experimenting with making Goodberry last forever. During a short or long rest, you may apply rare herbs into a rare glob of honey. Creation of Healing Honey uses up 10 Goodberry and one glob of honey. When a cat eats it, they are healed d4+1 and cured of any sore throat.

As long the honey is good (forever), this effect lases.

Sense Ailment

You can cast detect poison and disease at will, without expending a spell slot.

Sense Magic

You can cast detect magic at will, without expending a spell slot.

Sense Otherworldly Beings

You can cast detect good and evil at will, without expending a spell slot.

Channel Divinity

You gain the ability to channel energy to fuel magical effects. You must then finish a short or long rest to use your Channel Divinity again.

  • Magic Creation

You can use your Channel Divinity to generate magical power. As a bonus action, you create one spell slot, the level of which can be no higher than half your proficiency bonus (rounded down). After short or long rest, this spell slot disappears.

The number of times you can use this feature is based on the level you’ve reached in this class: 2nd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.

  • Preserve Life

You can use your Channel Divinity to heal the badly injured. You gain the preserve life feature from a life cleric.

All Creatures

You can cast speak with animals at will, without expending a spell slot.

Divine Judgement

You can cast bane once using a medicine cat spell slot. You can’t do so again until you finish a long rest.

Hospitaler

You can cast any healing spell at half your spell slot level. If you do, the spell slot you expended is restored. You may use this ability again after taking a short or long rest.

Mystery

You gain two cantrips, which can be from any class’ spell list. These spells are considered cleric spells for you. You can also cast a spell you know it as a ritual if it has the ritual tag

Gift of the Starclan

Prerequisite: Guidance Tattoo

Whenever the creature with Guidance Tattoo, with at least 1 charge left, regain hit points, treat any dice rolled to determine the hit points they regain as having rolled their maximum value for them.

Gift of the Animals

Prerequisite: Unchained Companion

Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.

Empowered Sword

Prerequisite: Knowledge of the Tome You can cast magic weapon on yourself at will, without expending a spell slot or material components.

Investment of the Beast Master

Prerequisite: Pact of the Chain feature

When you cast find familiar, you infuse the summoned familiar with a measure of your nature's power, granting the creature the following benefits:

  • The familiar gains either a flying speed or a swimming speed (your choice) of 40 feet.
  • As a bonus action, you can command the familiar to take the Attack action.
  • The familiar's weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.
  • If the familiar forces a creature to make a saving throw, it uses your spell save DC.
  • When the familiar takes damage, you can use your reaction to grant it resistance against that damage.
Rebuke of the Tome

Prerequisite: Knowledge of the Tome

When you are hit by an attacker you can see within 30 feet of you, you can use your reaction to deal necrotic damage to the attacker equal to your proficiency bonus and push it up to 10 feet away from you.

Thirsting Blade

Prerequisite: Knowledge of the Tome

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

Level 7[edit]

Channel Divinity Improvement

You can use your Channel Divinity twice between rests.

Good Honey

You have refined Goodberry to make it last forever. During a short or long rest, you may apply rare herbs into a rare glob of honey. Creation of Good Honey uses up 10 Goodberry and one glob of Healing honey. When a cat eats it, they are healed 2d4+2 and cured of any sore throat.

As long the honey is good (forever), this effect lases. You can use this ability once per long rest.

Weapon of Power

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

Holy Host

You can cast spirit guardians once using a medicine cat spell slot. You can’t do so again until you finish a long rest.

Anathema

You can cast bestow curse once using a medicine cat spell slot. You can’t do so again until you finish a long rest.

Level 11[edit]

Greater Honey

You have improved the Good Honey recipe by using rarer herbs. During a long rest, you may apply rare herbs into a rare glob of honey. Creation of Greater Honey uses up 10 Goodberry and one glob of Good Honey. When a cat eats it, they are healed 4d4+4 and cured of any sore throat.

As long the honey is good (forever), this effect lases.

Divine Protector

You can cast guardian of faith once using a medicine cat spell slot. You can’t do so again until you finish a long rest.

Whispers to a Friend

Prerequisite: Guidance Tattoo

You can cast sending at will to the creature with your Guidance Tattoo.

Health Boasting Herbs

You gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your Medicine cat level + your Intelligence modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your Medicine cat level + your Intelligence modifier.

Level 14[edit]

Superior Honey

You have improved Greater Honey recipe by using even rarer herbs. During a full day of creation, you may apply rare herbs into a rare glob of honey. Creation of Superior Honey uses up 10 Goodberry and one glob of Greater Honey. When a cat eats it, they are healed 8d4+8 and cured of any sore throat.

As long the honey is good (forever), this effect lases. You can use this ability once per moon (month).

Potent Spellcasting

You add your Intelligence modifier to the damage you deal with any a medicine cat cantrip.

Protection of the Tattoo Prerequisite: Guidance Tattoo

When the wearer of your Tattoo fails a saving throw, they can add a d4 to the roll, potentially turning the save 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.

Level 20[edit]

Channel Divinity Improvement (2)

Requirement: Channel Divinity Improvement

You can use it three times between rests.

Supreme Honey

You reach the best combinations of rarer herbs, honey, and a bit of magic to create the best healing item in the world. When a cat eats it, they heal 10d4+20 and cure any sore throat.

The creation of Supreme Honey uses 10 Goodberry for the entire creation process and one glob of Superior Honey. It takes one week of creation with the final night must be on a full moon in a holy location.

As long the honey is good (forever), this effect lases.

Ancient Lore

You can cast legend lore once using a medicine cat spell slot. You can’t do so again until you finish a long rest.

Blessed Step

You can cast water walk on yourself at will, without expending a spell slot or material components.

Mandate from Heaven

You can cast geas once using a medicine cat spell slot. You can’t do so again until you finish a long rest.

Soul Speaker

Prerequisite: Guidance Tattoo

You can cast speak with dead at will, without expending a spell slot.

Gift of the Never Ending Fight

Prerequisite: Knowledge of the Tome

With your permission, a creature can use its action to tell you its name and you recorded it in your mental book. You can mentally record names up to equal to double of your proficiency bonus.

When any creature whose name is recorded in your mental book is reduced to 0 hit points but not killed outright, the creature magically drops to 1 hit point instead and gain 1 level of exhaustion. Once this magic is triggered, no creature can benefit from it until you finish a long rest.

As an action, you can forget a name in your mental book.

Gift of the Second Life

Prerequisite: Guidance Tattoo

When creature with the tattoo is reduced to 0 hit points but not killed outright, the creature magically drops to 1 hit point instead. Once this magic is triggered, they cannot benefit from it until they finish a short or long rest.

Cross Trainings[edit]

In the old days when life was simpler and easier, medicine cats don't know how to fight well. They often spend most of the time in the medicine den or gathering herbs in safe locations. As danger can lurk anywhere and medicine cats stay near the combat to treat wounds, the days of peaceful days are over. Modern medicine cats are expected and encourage to at least pick up some basic combat skills for their warrior counterpart.

Arcane Field [edit]

Instead of learning warrior skills of your clan, you choose to hone your magical skills. Very few cats have managed mastery over magic like you do.

Cantrip Master

At the 3rd level, you pick up the simplest spells that you can cast without any energy. You learn two cantrips and a third one at 11th level. Your spell list for these cantrips depend on your choose in Connection with Greater Power. Starclan uses cleric spell list. Dark Forest uses Warlock spell list. Nature uses Druid spell list.

Expanded Spell List

At the 3rd level, you pick up new spells that no other Medicine Cats have used. You learn one new spell of your choice. You learn additional one at 8th, 14th, and 20th level. Every time you level up, you can change one spell chosen from this feature. You can only pick spells that you can cast at your current level.

Your spell list for these spells depends on the belief that you have chosen in Connection with Greater Power. Starclan uses cleric spell list. Dark Forest uses Warlock spell list. Nature uses Druid spell list.

Spell Breaker

At the 6th level, you prevent magic from working. Whenever a creature eats your Enrich Food, they may cast dispel magic on themselves with the same action and without any components. They may choose to use your spell casting ability instead of their own for this spell.

Fusion

At the 15th level, you managed to safely fuse your two spell slots together to create a single powerful spell slot. As a bonus action, you can expend both of your spell slots, granted by this class, to create one spell slot with the spell slot level equal to Medicine Cat level divided by 2 (rounded up) (max 9). This Fusion spell slot disappears after short or long rest.

You can use this feature once per long rest.

Advanced Learning

At the 15th level, you learn higher-level spells that you would have not been able to learn. You learn one spell of your choice from any Spell List that is equal to or lower spell level than Medicine Cat level divided by 2 (rounded up) (max 9).

Additionally, when you gain a level in this class, you can replace one of the spells from advanced learning with another spell from the any spell list, which also must be equal to or lower spell level divided by 2 (rounded up)(max 9).

Arcane Mastery

At the 18th level, you choose four spells from any spell list, one from each of the following levels: 1st, 2nd, 3rd, and 4th. You learn these spells and count them as Medicine Cat Spells

Field Medic [edit]

You have seen your warrior counterparts charging into battle with the skills and knowledge that you taught them. If you were successful at teaching your warriors, it should not be hard to master and use thoose skills. Hopefully, this will make you a better healing during the dangerous fights.

Snag'em

At the 3rd level, Snag'em is a special mixture of healing herbs wrapped in a snag weed. Snag'em is a great universal bandage for all wounds. It naturally stops bleeding and speeds up healing. If a large amount of Snag'em dries up, it makes a weak sling to keep the broken bones from moving. Snag'em is a key to a successful field medic.

A field medic can stick up to two times your proficiency bonus of Snag'ems to their fur. As a bonus action, you can remove Snag'em from your fur and apply it to a creature. They heal 2d6 plus your field medic level worth of hit points. That creature can't regain hit points in this way again until they finish a short or long rest.

Additionally, you can use Snag'em to heal d4 hit points when the creature is at 0 hit points. This feature can be used for an unlimited amount as long as you have Snag'em.

You can replenish your supply of Snag'em at any medicine cat's den or any location that store enough herbs to create Snag'em. Do note that most locations require a minimum of one hour to replenish the supply of Snag'em.

Expanded Herbal Knowledge

At the 3rd level, you learn more exotic herbs. You gain proficiency in medicine skills.

Reverse Treatment

At the 6th level, plants can be not just for healing, but also for killing. You have a proficiency bonus of Vipper's Gift. You can stick them to your fur and replenish your supply just like Snag'em.

As a bonus action, you can apply Vipper's Gift to a weapon or piece of ammunition. The poison retains its potency for 1 minute or until you hit with that weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature makes a Constitution saving throw vs DC of 8 your proficiency modifier + your Wisdom modifier. On a fail, they take 2d8 poison damage and become poisoned until the end of your next turn. On a success, it deals half damage.

Diagnosis

At the 6th level, you hone your senses to better help others. You can see all creature's current hit points, maximum hit points, and any non-magical status effects.

Healer's Friend

At the 15th level, you help anyone complete their healing. As a reaction, you can reroll a 1 on any healing rolls that target a creature within 30 ft of you.

Improved Snag'em

At the 18th level, you combine years of experience with your knowledge of herbs to create a better Snag'em. You add your proficiency bonus to all healing done with Snag'em.

Healer Field [edit]

Some cats tend to focus on what they are good at. For Medicine Cats, it is healing and treating wounds.

Improved Healing Herbs

At 3rd level, you use the best healing herbs. Enrich Food heals additional 1 hp per dice spent.

Additionally, all of your magical honey that your create, like Healing Honey, you double the modifier.

Improved Herbal Rest

At 3rd level, you use traditional herbs to help your patients. Herbal Rest rolls two herbal rest dice instead of one.

Boasted Herbs

At the 6th level, your herbs uses a secret ingredient to boast their strength. Whenever a creature eats your Enrich Food, they may cast guidance on themselves with the same action. They must hold the concentration for this spell.

Split Slots

At 15th level, you learn to split your spell slots. As a bonus action and expend a spell slot, you gain two spell slots. The level of these spell slots are half of the level of the expended spell slot (rounded down). The new spell slots disappear after a short or long rest.

When you use this ability, you gain 1d8 + your intelligence modifier of temporary hit points.

Second Chance

At the 18th level, no one is dying on your watch. Whenever you or a creature with 5 ft of you goes below 0 hp, you can use your reaction to use an item on that dying creature.

You can use this feature once per short or long rest.

Riverclan [edit]

Fish with Fur

At the 3rd level, you are familiar with water. You have a 30 ft swimming speed. If you already have swimming speed, increase it by 30 ft. You gain an addition 5 ft per 5 levels in Medicine cat .

Thanks to being used to swimming, you have a disadvantage to all checks involving climbing.

Riverclan's Talent (Optional)

Replaces Fish with Fur

At the 3rd level, you gain one talent of your choice from Riverclan.

Water Dominance

At the 6th level, you are a natural fighter in water. As long you are in water and swimming, you gain the following features:

  • Bonus action to disengage, dash, and hide
  • Attack of opportunity have disadvantage against you
  • Advantage to resist fear
  • Advantage to grapple creatures
  • Your ac cannot be lower than 10 + dex modifier + con modifier

In addition, you gain proficiency in one skill that is based on charisma.

Riverclan's Talent (Optional)

Replaces Water Dominance

At the 6th level, you gain one talent of your choice from Riverclan. You can pick talents of 5th level and below.

Riverclan's Talent

At the 15th level, you gain one talent of your choice from Riverclan. You can pick talents of 9th level and below.

Riverclan's Talent Improvement

At the 18th level, you gain one talent of your choice from Riverclan. You can pick talents of 11th level and below.

Shadowclan [edit]

Vanish

At the 3rd level, you can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.

Ears Open

At 3rd level, after moons (months) of training in darkness, you have become used to picking up soft sounds. As long you are quiet, you can use your bonus action to make a perception or investigation roll vs creatures active or passive stealth to pick up sounds of creatures. On a pass you know exactly where the creature is and you do not suffer disadvantage to hit that creature.

While, like blindsense, it does allow to detect and locate creatures without eyes, it comes with it downsides. It does not reveal the appearance of the creature. This would make it hard to identify if the creature is friend or foe. In most cases, you can keep track of the sounds of your foes and allies to prevent attacking your own ally.

You can use Vanish with the same bonus action.

Shadowclan Talent (Optional)

Replaces Vanish and Ears Open

At the 3rd level, you gain one talent of your choice from Shadowclan.

Blind Sense

At the 6th level, you learn to stay quiet and listen to the noise of other creatures. As long you are not deafened and you are quiet, you are aware of the location of any hidden or invisible creature within 10 feet of you. For every 5 levels in medicine cat, you gain an additional 5 ft to your blindsense.

Shadowclan Talent (Optional)

Replaces Blind Sense

At the 6th level, you gain one talent of your choice from Shadowclan. You can pick talents of 7th level and below.

Reliable Talent

At the 15th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Shadowclan Talent (Optional)

Replaces Reliable Talent

At the 15th level, you gain one talent of your choice from Shadowclan. You can pick talents of 10th level and below.

Back into the Darkness

At the 18th level, you learn to quickly retreat into the darkness. As a bonus action, you can make the dash and disengage action. You must end your turn in dim light or darkness.

Shadowclan Talent (Optional)

Replaces

At the 18th level, you gain one talent of your choice from Shadowclan. You can pick talents of 15th level and below.

Skyclan [edit]

Climber

At the 3rd level, you are trained in climbing up trees. Your climbing speed is 30 ft regardless of your normal base walking speed. If you already have climbing speed, increase it by 30 ft. Your climbing speed increases by 5 for every 5 levels in medicine cat.

Unarmored Defense

At the 3rd level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Intelligence modifier.

Skyclan Talent (Optional)

Replaces Climber and Unarmored Defense

At the 3rd level, you gain one talent of your choice from Skyclan.

Tree Hopping

At the 6th level, long periods of tree hopping make you a perfect tree hopper. You always succeed to jump from one branch to another as long as it is close enough for you to jump to. Additionally, hopping from one tree to the next does not generate sound or shake the branch, making it as stealthy as walking.

Squirrel Tricks

At the 6th level, you learn a new trick to show off your ability to use trees. Choose one below:

  • Kick: When you land from a fall, you can push yourself 10 ft.
  • Branch Swing: You have reach when you are attacking below yourself
  • Trunk Spring: When you fall next to a wall or tree, you can push yourself off the wall or tree and move 15 ft away
Skyclan Talent (Optional)

Replaces Tree Hopping and Squirrel Tricks

At the 6th level, you gain one talent of your choice from Skyclan. You can pick talents of 5th level and below.

High Jumper

At the 15th level, after all of this climbing, your legs become very strong and great for jumping. You can jump as high as your climbing speed. Effects like dashing and grappled can effect the height of your jump.

Skyclan Talent (Optional)

Replaces High Jumper

At the 15th level, you gain one talent of your choice from Skyclan. You can pick talents of 10th level and below.

High Ground

At the 18th level, you feel more brave in yourself while in a tree. You add 1d6 to all Intelligence, Wisdom, and charisma based skills when you are on a branch or on a structure.

Skyclan Talent (Optional)

Replaces High Ground

At the 18th level, you gain one talent of your choice from Skyclan. You can pick talents of 14th level and below.

Thunderclan [edit]

Forest Explorer

At the 3rd level, you are incredibly familiar with forest terrain. When you make an Intelligence or Wisdom check related to forest terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.

While in forest terrain, you gain the following benefits:

  • Difficult terrain doesn’t slow you down
  • You are not harmed by non-magical plants.
  • You can’t become lost except by magical means.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • You can move stealthily at a normal pace.
  • While tracking other creatures, you also learn roughly their number, their sizes, and how long ago they passed through the area. Additionally, you can use your sense of smell to make an educated guess on what type of creature it was.
Thunderclan Talent (Optional)

Replaces Forest Explorer}

At the 3rd level, you gain one talent of your choice from Thunderclan.

Extra Attack

At the 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Thunderclan Talent (Optional)

Replaces Extra Attack

At the 6th level, you gain one talent of your choice from Thunderclan. You can pick talents of 6th level and below.

Thunderclan Tireless

At the 15th level, you are used to the harsh life of a warrior. As an action, you can give yourself a number of temporary hit points equal to your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to half of your proficiency bonus (rounded up), and you regain all expended uses when you finish a short or long rest.

In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.

Thunderclan Talent (Optional)

Replaces Tireless

At the 15th level, you gain one talent of your choice from Thunderclan. You can pick talents of 9th level and below.

Bit of Indomitable

At the 18th level, when you fail a saving throw, you add 1d4 to the result that could turn a failure into a success. You can't use this feature again until you finish a short or long rest.

Thunderclan Talent (Optional)

Replaces Bit of Indomitable

At the 18th level, you gain one talent of your choice from Thunderclan. You can pick talents of 14th level and below.

Warriorclan [edit]

Finder's Keeper

At the 3rd level, you gain Finder's Keeper from Warriorclan. Treat medicine cat / 2 levels as Warrior cat levels.

Warriorclan Talent (Optional)

Replaces Finder's Keeper

At the 3rd level, you gain one talent of your choice from Warriorclan.

Roar

At the 6th level, your legendary roar is almost on par with the one of the great big cats: lions. As a bonus action, you create a loud roar to motivate others. Choose up to your charisma modifier of creatures (not including yourself) that can hear you and within your roar radius. They receive a roar die.

Until the start of your next turn, the creature can roll the roar 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 Roar die, but must decide before the DM says whether the roll succeeds or fails. Once the Roar die is rolled, it is lost. A creature can have only one Roar die at a time.

You can roar once per short or long rest.

Everlasting Self Motivation Roar

At the 1st level, your great roar also makes you stronger. After you make a Roar, you gain the following benefits if you aren't wearing heavy armor:

  • You have the advantage to resist frightened condition.
  • You have resistance to physic damage

Your Self Motivation Roar lasts for 1 minute. You can end your Self Motivation Roar on your turn as a bonus action.

Warriorclan Talent (Optional)

Replaces Roar and Everlasting Self Motivation Roar

At the 6th level, you gain one talent of your choice from Warriorclan. You can pick talents of 7th level and below.

Magic Item Adept

At the 15th level, you achieve a profound understanding of how to use and make magic items:

  • You can attune to up to four magic items at once.
  • If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.
Warriorclan Talent (Optional)

Replaces Magic Item Adept

At the 15th level, you gain one talent of your choice from Warriorclan. You can pick talents of 12th level and below.

Powerful Roar

At the 18th level, your roars improve your damage. When you use Everlasting Self Motivation Roar, you gain the following features:

  • When you make a melee weapon attack using Strength, you deal extra damage equal to 1d8.
  • You can attack twice, instead of once, whenever you take the Attack action on your turn.
Warriorclan Talent (Optional)

Replaces Powerful Roar

At the 18th level, you gain one talent of your choice from Warriorclan. You can pick talents of 14th level and below.

WindClan [edit]

Nimble Action

At the 3rd level, you can perform dash or disengage as a bonus action.

WindClan Talent (Optional)

Replaces Nimble Action

At the 3rd level, you gain one talent of your choice from WindClan.

Unarmored Movement

At the 6th level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This movement is increased by 5 ft for every 5 levels in medicine cat.

Additionally, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

WindClan Talent (Optional)

Replaces Unarmored Movement

At the 6th level, you gain one talent of your choice from WindClan. You can pick talents of 6th level and below.

Body Language

At the 15th level, you learn the silent body languages as an alternative way to communicate when the running too fast to hear. You can read the body languages of others. If someone is feeling powerful emotion or desire to send a simple and silent message to you, you understand it just by getting a good look at them.

Additionally, you gain advantage on insight checks.

WindClan Talent (Optional)

Replaces Body Language

At the 15th level, you gain one talent of your choice from WindClan. You can pick talents of 11th level and below.

WindClan Talent

At the 18th level, you gain one talent of your choice from WindClan. You can pick talents of 15th level and below.

HB or Official Cleric Subclass [edit]

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

Treat cleric subclass's 1st level feature as this class subclass's 2nd level feature.

Treat cleric subclass's 2nd level feature (Channel Divinity) as this class subclass's 3rd level feature.

When it comes to learning new spells or casting spells without spell slots, those spells are delayed until Medicine Cat can cast them normally, as seen in the table below:

Spell Level
Medicine Cat Level Spell Level
3rd Cantrip and 1st level
5th 2nd level
9th 3rd level
13th 4th level
17th 5th level
20th 6th level and higher

Follower of Starclan Spell List[edit]

The following spells are taught from Starclan

1st Level

bless, Ceremony, goodberry, and heroism

2nd Level

aid, lesser restoration and prayer of healing

3rd Level

aura of vitality, beacon of hope, create food and water, and remove curse

4th Level

aura of life, aura of purity, and death ward

5th Level

Dawn, greater restoration, and Wall of Light

Follower of Dark Forest Spell List[edit]

The following spells are taught by Dark Forest

1st Level

Cause Fear, goodberry, and bane

2nd Level

hold person, phantasmal force, and prayer of healing

3rd Level

bestow curse, fear, Enemies Abound, and feign death

4th Level

black tentacles, blight, and phantasmal killer

5th Level

cloudkill, contagion, and destructive wave

Follower of Nature Spell List[edit]

You learn and know everything about herbs and plants, including the ability to create magic from them. The following spells are what spell-like magic that your can create from a mixture of herbs and plants.

1st Level

expeditious retreat, goodberry, Snare and color spray

2nd Level

gentle repose, pass without trace, prayer of healing, and protection from poison

3rd Level

Catnap, haste, nondetection, and water breathing

4th Level

Grasping Vine, stoneskin, and locate creature

5th Level

Skill Empowerment, swift quiver, and Wrath of Nature

Multiclassing[edit]

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

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

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