Nekomancer (5e Class)
Nekomancer[edit]
The Nekomancer is someone who has found themselves blessed by the Ancient Fey Nekomata. This blessing yields magic over nature and contracted help from the Nekomata’s underlings.
Creating a Nekomancer[edit]
- Quick Build
You can make a Nekomancer quickly by following these suggestions. First, Charisma and Dexterity should be your highest ability scores, followed by Constitution Score. Second, choose the Sage background. Third, choose 2 daggers, arcane focus and Explorer's Pack.
Class Features
As a Nekomancer you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Nekomancer level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Nekomancer level after 1st
- Proficiencies
Armor: light armor
Weapons: Simple Weapons
Tools: None
Saving Throws: Dexterity, Wisdom
Skills: Animal Handling and Choose two from Arcana ,Performance, Medicine, History, Nature, Survival, and Perception
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- leather armor
- (a) 2 daggers or (b) any simple weapon
- (a) Component Pouch or (b) Arcane Focus
- (a) Explorer's Pack (10 gp) Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. or (b) Dungeoneer's Pack (12 gp) Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
- If you are using starting wealth, you have 2d6*10 gold in funds.
Level | Proficiency Bonus |
Features | Cantrips Known | Spells Known | Spell Slots | Slot Level |
---|---|---|---|---|---|---|
1st | +2 | Spellcasting, Neko summoning | 2 | 2 | 2 | 1st |
2nd | +2 | Neko Channeling | 2 | 3 | 3 | 1st |
3rd | +2 | Neko Clan | 2 | 4 | 3 | 2nd |
4th | +2 | Ability Score Improvement | 3 | 5 | 3 | 2nd |
5th | +3 | — | 3 | 6 | 4 | 3rd |
6th | +3 | Keen Senses | 3 | 7 | 4 | 3rd |
7th | +3 | — | 3 | 8 | 4 | 4th |
8th | +3 | Ability Score Improvement | 3 | 9 | 4 | 4th |
9th | +4 | Neko Clan feature | 3 | 10 | 4 | 4th |
10th | +4 | — | 4 | 10 | 4 | 5th |
11th | +4 | Hunting Pair | 4 | 11 | 5 | 5th |
12th | +4 | Ability Score Improvement | 4 | 11 | 5 | 5th |
13th | +5 | Feline Grace | 4 | 12 | 5 | 5th |
14th | +5 | Predator Leap | 4 | 12 | 5 | 5th |
15th | +5 | Neko Clan feature | 4 | 13 | 5 | 5th |
16th | +5 | Ability Score Improvement | 4 | 13 | 5 | 5th |
17th | +6 | Camouflage | 4 | 14 | 6 | 5th |
18th | +6 | Experienced Hunters | 4 | 14 | 6 | 5th |
19th | +6 | Ability Score Improvement | 4 | 15 | 6 | 5th |
20th | +6 | Neko Clan feature | 4 | 15 | 6 | 5th |
Spellcasting[edit]
The magic bestowed on you by the Ancient Nekomata has given you facility with spells.
- Cantrips
You know two cantrips of your choice from the druid spell list. You learn additional nekomancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Nekomancer table.
- Spell Slots
The Nekomancer table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your nekomancer 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.
For example, when you are 5th level, you have four 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.
- Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice from the druid spell list.
The Spells Known column of the Nekomancer table shows when you learn more nekomancer spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new nekomancer spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the nekomancer spells you know and replace it with another spell from the nekomancer(Druid) spell list, which also must be of a level for which you have spell slots
- Spellcasting Ability
Charisma is your spellcasting ability for your nekomancer 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 nekomancer 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
- Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your nekomancer spells.
Neko summoning[edit]
At first level, you gain the ability to summon Nekos to fight along side you. As an action you can summon a spectral Neko to appear in an empty 5ft cube within 10ft of you. The Neko will follow your commands until 10 minutes has passed or its hit points are reduced to zero then it will disappear. You will not be able to summon another until you complete a short or long rest.
Young Neko[edit]
Young Nekos are immature Nekomata. They resemble the common cat except for their two tails that on occasion glow with spectral fire.
Small fey, unaligned Armor Class 15
Saving Throws Dex +(3+PB), Wis +(2+PB) Twin Tailed Revenge When either the Neko or Nekomancer takes damage from an enemy within 90ft of them as a reaction the Neko can mark the enemy so that the next time they are hit by the Neko or Nekomancer they take an extra 1d6 fire damage. ACTIONSClaw Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) slashing damage.
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Neko Channeling[edit]
Starting at 2nd level the nekomancer can channel the power granted by the Nekomata through their body and form spectral claws, two tails, and cat ears. With the claws two melee attacks can be made with an action and a tail attack can be made with a bonus action. Each deal 1d4 + dex damage slashing for the claws and bludgeoning for the tails. This channeling lasts for 1 minute and can’t be used until a minute has passed after the prior channeling has ended.
Neko Clans[edit]
At 3rd level, you chose a clan of Nekomata to follow. You can choose between Beast Clan, Guardian Clan, or Charmer Clan
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.
Keen Senses[edit]
Starting at 6th level the nekomancer while neko channeling has advantage on initiative and perception checks, and can’t be surprised.
Hunting Pair[edit]
At 11th level the number of Nekos that can be summoned between short and long rests increases to 2. If both Nekos are out at the same time only one can be a clan Neko.
Feline Grace[edit]
At 13th level your connection with the Nekomata has instilled you with supernatural grace and dexterity. You now have advantage on all dexterity saving throws, and while neko channeling you gain a 10ft increase to your speed.
Predator’s Leap[edit]
Starting at 14th level both the nekomancer and their neko summons can as an bonus action make a supernatural leap up to 60 ft in any direction.
Fire of the Fey Cat[edit]
Starting at the 17th level the nekomancer while neko channeling their spectral tails and claws start to burn with neko fire. Claw and tail attacks deal an additional 1d4 fire damage.
Experienced Hunters[edit]
Starting at 18th level the nekomancer stops summoning young nekos and summons veteran nekos.
Veteran Neko[edit]
Veteran Nekos are mature Nekomata. They are larger then their immature selves but they still have the same body proportions of a cat.
Medium fey, unaligned Armor Class 16
Saving Throws Dex +(4+PB), Wis +(3+PB) Twin Tailed Vengeance When either the Neko or Nekomancer takes damage from an enemy within 90ft of them as a reaction the Neko can mark the enemy so that the next time they are hit by the Neko or Nekomancer they take an extra 2d6 fire damage. ACTIONSClaw Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 4) slashing damage.
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Neko Clans[edit]
Beast Clan[edit]
The Beast Clan focuses on savage power and extreme dexterity. They are the most combative of the clans and have more bestial forms
- Beast Channel
Starting at 3rd level while channeling Neko the nekomancer’s claws and tail grows larger and more deadly. The damage dice increases by one size and the nekomancer gains a 10ft bonus to their base speed
- Beast Summon
At 9th level when summoning a Neko the Nekomancer can instead summon a Beast Neko
Beast Neko[edit]
Beast Nekos are mature clan Nekomata. They have a far more wild and bestial appearance that emits darkness that obscures itself.
Medium fey, unaligned Armor Class 18
Saving Throws Dex +(5+PB), Wis +(3+PB) Terrifying Pin When the Beast Neko makes an opportunity attack they can if they hit, grapple the target. The grappled target is feared and is also considered restrained if they are medium size or smaller. ACTIONSBite Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 5) piercing damage. Shadow Step The beast Neko can teleport itself to a point that it can see within 60ft of its current position. This action can be used three time per summoning.
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- Beast Fangs
At 15th level the beast neko focuses its magic to create a poison on its fangs. When the beast Neko lands a bite attack the target will take an additional 1d6 poison damage and must make a constitution saving throw DC 16 or become poisoned and gain one level of exhaustion. Once a creature has suffered from the poison’s exhaustion effect it is immune to gaining more exhaustion from the poison for the next 24 hours.
- Beast Nekomata
At 20th level The beast neko can use their Shadow Step action an unlimited number of times while they are summoned. The nekomancer while neko channeling also have their dex grows by 4 and max increases to 24
Guardian Clan[edit]
The guardian clan seeks to hone defensive skills to protect those around them. They have sacrificed some of the natural dexterity to become the most sturdy of the Nekos
- Guardian Channel
Starting at 3rd level while channeling Neko the nekomancer now forms spectral armor around themselves giving them a +1 to AC and temporary hitpoints equal to (proficiency bonus + nekomancer level).
- Guardian Summon
At 9th level when summoning a Neko the Nekomancer can instead summon a Guardian Neko
Guardian Neko[edit]
Guardian Nekos are mature clan Nekomata. They are the tallest of the Nekomata as they have adapted to standing on two legs so that they can wear armor and wield weapons.
Large fey, unaligned Armor Class 20
Saving Throws Con +(4+PB), Wis +(3+PB) Guardian’s Aid When either the Nekomancer or another ally is attacked within 30ft of the Guardian Neko as a reaction the Neko can form a weak magical shield around them that grants a +1 to their AC and 1d4 of temporary hit points. This shield disappears at the beginning of the Nekomancer’s turn. ACTIONSGreat Club Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 4) bludgeoning damage. Swig The Guardian Neko takes a quick drink from a gourd that they keep tied to their waist and restore 6d4 hit points. This action can only be used twice per summoning.
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- Guardian Taunt
At 15th level The Guardian Neko can as an action release a magical bellow. Enemies within 60ft of the Guardian Neko that can hear the bellow must succeed a DC 16 wisdom saving throw of be magically compelled to fight the Guardian Neko for the next minute. For that time the compelled creatures have disadvantage on attack rolls against creatures other than the Guardian Neko, and must make a Wisdom saving throw DC 16 each time they attempt to move to a space that is more than 60 feet away from the Guardian Neko; if they succeed on this saving throw, this spell doesn’t restrict their movement for that turn. The Guardian Taunt can only be used once per summoning.
- Guardian Nekomata
At 20th level The Guardian Neko’s Swig action can be used 4 times per summon, and the Guardian’s aid dice increase to 2d4. The nekomancer while neko channeling also have their Con grows by 4 and max increases to 24
Charmer Clan[edit]
The Charmer Clan have adopted the guise of a more humanoid form and have focused on illusion and enchantment magic.
- Charmer Channel
Starting at 3rd level while channeling Neko the nekomancer’s spectral traits can become invisible and they can cover themselves in an illusion as if under the effects of the spell Disguise self.
- Charmer Summon
At 9th level when summoning a Neko the Nekomancer can instead summon a Charmer Neko.
Charmer Neko[edit]
Charmer Nekos are mature clan Nekomata. They have disguised most of their bodies to appear as human but certain cat traits remain such as their ears, eyes, and tails.
Medium fey, unaligned Armor Class 16
Saving Throws Dex +(3+PB), Cha +(4+PB) Sudden Attraction When an ally is attacked from an enemy within 60ft of the Charmer Neko the Charmer neko can as a reaction distract the the attacker and drop their attack roll by 1d4. ACTIONSThrowing Blade Ranged Weapon Attack: +7 to hit, reach 20ft., one creature. Hit: 12 (1d6+ 3) piercing damage. Hypnotic Dance The Charmer Neko releases a swarm of illusory flower petals and performs a hypnotic dance. Each creature within 30ft who sees the Charmer Neko’s dance must make a Wisdom saving throw DC 16. On a failed save, the creature becomes charmed for the duration. While charmed the creature is incapacitated and has a speed of 0. The charmed status ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor. This action can be used once per summoning.
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- Charmer Wind
At 15th level as an action the Charmer Neko can summon a mix of magical fire and illusory wind and petals to sweep out from them. This mix of fire and illusion lasts for up to one minute or until the Charmer Neko moves from where they started the action. Each creature in a 25-foot cube originating from the Charmer Neko must make a dexterity saving throw DC 16. On a failed save, a creature takes 4d6 fire damage. On a successful save, the creature takes half as much damage. Each creature must then make a Wisdom saving throw or become mentally unable to walk towards the Charmer Neko while still inside the area of the illusion. Creatures that failed their dexterity saving throw have disadvantage on this wisdom saving throw. Each round a creature begins its turn inside the area they must make the dexterity save again, and at the end of their turn they can make the wisdom save again to break its effect.
- Charmer Nekomata
At 20th level The charmer neko’s hypnotic dance’s DC increases to 19 and their Sudden Attraction’s dice change to 2d4. The nekomancer while neko channeling also have their Cha grows by 4 and max increases to 24.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Nekomancer class, you must meet these prerequisites: 13 Wisdom
Proficiencies. When you multiclass into the Nekomancer class, you gain the following proficiencies:
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