River Warrior Cat (5e Class)

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River Warrior Cat[edit]

"Nothing can stand against the force of water, just as nothing can defeat RiverClan warriors when we rise up together. But when trouble comes, RiverClan knows how to weave through the dangers, adapting to the changed world, just as the river flows around rocks and over waterfalls. We are grace. We are power. We are RiverClan."

— Leopardstar on RiverClan in Secrets of the Clans, page 40


<!-Introduction Leader->[edit]

Creating a River Warrior Cat[edit]


Quick Build

You can make a River Warrior Cat quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution or Charisma. Second, choose the Warrior background (Paw). Third, choose <!-elaborate on equipment choices->

Class Features

As a River Warrior Cat you gain the following class features.

Hit Points

Hit Dice: 1d12 per River Warrior Cat level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per River Warrior Cat level after 1st

Proficiencies

Armor: light armor
Weapons: Simple weapons
Tools: none
Saving Throws: Constitution and Charisma
Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Perception, and Religion

Equipment

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

  • Any simple weapon
  • (a) explorer's kit or (b) Dungeoner's kit
  • 2 daggers

Table: The River Warrior Cat

Level Proficiency
Bonus
Features Swimming Speed
1st +2 Fish with Fur, Water Dominance 30 ft
2nd +2 Silky Fur, Heavy Weight 30 ft
3rd +2 Oily Fur, Water Archetype 30 ft
4th +2 Ability Score Improvement 30 ft
5th +3 Crushing Weight 35 ft
6th +3 Water Archetype Improvement 35 ft
7th +3 Sitting Spots 35 ft
8th +3 Ability Score Improvement 35 ft
9th +4 Fish with Fur Improvement 40 ft
10th +4 Water Archetype Improvement 40 ft
11th +4 Quick Grapple, Crushing Weight Improvement (d8) 40 ft
12th +4 Ability Score Improvement 40 ft
13th +5 Perfect Fur 45 ft
14th +5 Water Archetype Improvement 45 ft
15th +5 No Escape 45 ft
16th +5 Ability Score Improvement 45 ft
17th +6 Restrain Expert 50 ft
18th +6 Water Archetype Improvement, Crushing Weight Improvement (d10) 50 ft
19th +6 Ability Score Improvement 50 ft
20th +6 Powerful Weight, Crushing Weight Improvement (d12) 50 ft

Fish with Fur[edit]

At 1st level, you are familiar with water. You have a 30 ft swimming speed. Your swimming speed increases as your Water Warrior Cat level increases according to the swimming speed in Water Warrior Cat's table.

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

Water Dominance[edit]

At 1st 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 unarmored defense is 10 + dex modifier + char modifier

Silky Fur[edit]

At 2nd level, your diet of mostly fish and the constant washing from the river has left your fur in a beautiful sheen. You gain proficiency in persuasion. Your proficiency bonus is doubled for any ability check you make that persuasion.

Additionally, twolegs (humanoid) are less likely to be scared of you and more likely to be friendly with you. You have a disadvantage on intimidation checks against twolegs.

Heavy Weight[edit]

At 2nd level, you become better at grappling enemies. You have an advantage on attack rolls against a creature you are grappling with.

Additionally, you can use your action to try to sit on a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.

Oily Fur[edit]

At 3rd level, your fur is slippery from all the fish oil. You have the advantage to escape (not resist) a grapple.

Water Archetype[edit]

At 3rd level, you chose a Water Archetypes. Choose between Order, Leopard, Blessed, Outworldy, Beauty of River, Starclan's Choosen, Dark Forest Trainee, and Field Medic, all detailed at the end of the class description. Your choice grants you features at 3rd and again at 6th, 10th, 14th, 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.

Crushing Weight[edit]

At 5th level, you can use your... "pulp" and "long fur" body to crush breath away from enemies. At the start of your turn, a creature that is grappled or restrained by you takes d6 + constitution modifier nonlethal bludgeoning damage.

This damage dice increases to d8 at 11th level, d10 at 18th level, and d12 at 20th level.

Sitting Spots[edit]

At 7th level, you understand how a cat's body works. Whenever you successfully restrain a creature with a similar build to yours, choose a location on their body to sit on. Different locations have different effects. Regardless of the location, a restrained cat cannot become invisible. These effects automatically end when restrained ends.

Head

The restrained cat is deafened, silenced, and blinded.

Back

Restrained cat is stunned until they take damage or start of your next turn.

Limb

A restrained cat cannot make any attacks but have the advantage to escape grappled and restrained.

Tail (if you do not have a tail, then the new location stomach)

The restrained cat is frightened but has the advantage to escape grappled and restrained.

Fish with Fur Improvement[edit]

At 9th level, you become more graceful in the water. You no longer provoke attacks of opportunity and advantage on resisting grapple checks while in water.

Quick Grapple[edit]

At 11th level, you can make a grapple attempt as a bonus action.

Additionally, you can use your bonus action to try to sit on a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.

Prefect Fur[edit]

At 13th level, you spend long hours grooming your fur to perfection. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Consitution modifier (minimum of +1).

No escape[edit]

At 15th level, you hold on to creatures becoming easier. Creatures grappled or restrained by you roll with disadvantage to escape your grapple or restrained.

Restrain Expert[edit]

At 17th level, you become an expert at restraining other creatures. Whenever you successfully grapple a creature that is your size or smaller, they automatically become restrained.

Powerful Weight[edit]

At 20th level, creatures should fear you. Crushing Weight now deals 2d12 bludgeoning damage.

Additionally, any creature that is restrained by you is silenced.

Water Archetype[edit]

Over time, the river changes the landscape. The same thing applies to the river warrior cat. Over time, the river warrior cat finds their path to flow down. River warrior cat improves and learns as long the river continues to flow.

Order [edit]

You desire order in this chaotic world. You help make things stable and in the proper place. When all others are washed down the river, you are still here, keeping the order around you.

Restore Balance

At the 3rd level, your connection to the plane of absolute order allows you to equalize chaotic moments. You gain restore balance from clockwork soul sorcerer.

Bastion of Law

At the 6th level, You can tap into the grand equation of existence to imbue a creature with a shimmering shield of order. You gain bastion of law from clockwork soul sorcerer.

Restore Order

At the 10th level, you gain the ability to regain order. As an action, choose a friendly creature that you can see within 30 ft you. At their next turn, they do not have a disadvantage or advantage on any dice rolls.

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.

Trance of Order

At the 14th level, you gain the ability to align your consciousness to the endless calculations of Mechanus. You gain trance of order from clockwork soul sorcerer.

Clockwork Cavalcade

At the 18th level, you are able to undo the damage that the chaotic forces have done. You gain clockwork cavalcade from clockwork soul sorcerer.

Leopard [edit]

You feel the ancient blood of the great cat leopard in your blood. Let the leopard blood flow through you as a creek flows down the mountain.

Leopard's Resilence

At the 3rd level, as the great cat's blood flows through your body, it causes physical traits of your leopard ancestors to emerge. Your hit points maximum increases by 3 and increases by 1 again whenever you gain a level in this class.

Additionally, parts of your fur begin to start to form dark spots. Your speed is increased by 5 ft.

Leopard Affinity

At the 6th level, your muscles and claws begin to be more similar to a leopard's. Once per turn, you can add your charisma modifier to any weapon attack or Crushing Weight. The damage type of this extra damage is cold.

Leopard Protection

At the 6th level, you can feel the warmth of a leopard's thick coat fur. As a reaction, you gain resistance to cold damage and an advantage to saving throws against cold weather for 1 hour.

You can use this ability once per long rest.

Agility of a Leopard

At the 10th level, the speed of the leopard is in you. When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until short or long rest.

Leopard's Legs

At the 14th level, you gain the ability to transform your legs into the legs of a leopard. You can transform your legs as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. Leopard's leg provides the following benefits:

  • Your movement is increased by 10
  • Your jump distance is doubled
  • Enemies have a disadvantage on the attack of opportunity

You can’t transform your legs while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your legs might be destroyed when you manifest them.

Leopard's Presence

At the 18th level, you can channel the powerful presence of your leopard ancestor, causing those around you to become awestruck or frightened. You gain a draconic presence from a draconic soul sorcerer.

Blessed [edit]

You have been blessed by some great power, It could be the river, nature, StarClan, great cats, or just pure luck. Regardless, you are a very fortunate person.

Vigilant Blessing

At the 3rd level, your blessing has given you an edge over possible dangers. You gain a vigilant blessing from a twilight cleric.

Blessing of the Trickster

At the 3rd level, you gain the blessing of the trickster from a trickery cleric.

Favored by the Gods

At the 6th level, divine power guards your destiny. You gain a favored by the gods from a divine soul sorcerer.

Blessings of Knowledge

At the 10th level, you gain a blessing of knowledge from a knowledge cleric.

Bend Luck

At the 14th level, you have the ability to twist fate using your blessings. You gain bend luck from a divine soul sorcerer.

Unearthly Recovery

At the 18th level, you gain the ability to overcome grievous injuries. You gain an unearthly recovery from a divine soul sorcerer.

Outworldy [edit]

Your powers and ability are nothing like any other cat that exist before. Some say that it came from twolegs (humanoid) or from another unknown place off this world. Others say that an evil god has cursed you. Few have guessed that it is your superpower, Regardless, you tend to stand no matter where you go.

Telepathic Speech

At the 3rd level, you can form a telepathic connection between your mind and the mind of another. You gain a telepathic speech from an aberrant mind sorcerer.

Psychic Defenses

At the 6th level, you gain a psychic defense from an aberrant mind sorcerer.

Forget what I Just Say

At the 10th level, your abilities start to affect the minds around you. You can cast Gift of Gab at will without any material component.

Revelation in Flesh

At the 14th level, you can unleash the hidden power within yourself. As a bonus action, you can transform your body for 10 minutes. You can gain one of the following benefits of your choice, the effects of which last until the transformation ends:

  • You can see any invisible creature within 60 feet of you, provided it isn’t behind total cover. Your eyes also turn black.
  • Your speed is increased by 10 and jumping is doubled. Your legs transform into leopard legs.
  • Your swimming speed is doubled and you can breathe underwater. Moreover, gills grow from your neck or fan out from behind your ears or your fingers become webbed.

You can use this feature up to your proficiency bonus per long rest.

Jump to the Moon

At the 18th level, you can unleash your ultimate power as a rabbit from the moon. As an action, you can jump straight up, jumping triple of your normal jump height. Immediately after you jump, each creature within 30 feet of the space you left must make a Strength saving throw as the air is getting sucked in to fill the void that you just left. On a failed to save, a creature takes 3d10 bludgeoning damage and is pulled straight toward the space you left, ending in an unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage and isn’t pulled.

If you managed to go the full jump height, you do not land until the start of your next turn. You do not take any fall damage from this massive jump.

Once you use this feature, you can’t do so again until you finish a long rest

Beauty of the River [edit]

Riverclan cats are known to have the best fur among clan cats. To some Riverclan cats, this is not enough. They desire to be good with words to persuade cats to see things their way.

Study the Power of Words

At the 3rd level, you invest time into learning and studying the effects of words on people. You can add your intelligence or wisdom modifier to your charisma checks.

Fooling the Eyes

At the 3rd level, on your free time you start a new hobby. You gain proficiency in deception or performance checks.

Silky Fur Improvement

At the 3rd level, your fur is silkier than most Riverclan cats. You have advantage to presuadsion and performance checks against twolegs (humanoid).

Well Manner Speech

At the 6th level, you practice improving your vocabulary and speech. You have the advantage to persuasion and deception rolls.

Forgiving Personality

At the 10th level, people find it easier to forgive you for your actions. Once per turn, you can reroll any charisma related checks. You must take the second roll.

Infectous Charisma

At the 14th level, by just being next to you, creatures appear to be more pretty. All friendly creatures, with 30 ft of you, add your charisma modifier to any charisma related checks.

Charming Looks

At the 18th level, your looks are so create than some could call it magical. You can cast charm person and charm monster at will.

Starclan's Chosen [edit]

Starclan (Heaven) often visits the dreams of leaders and medicine cats. With the growing threat of the Dark Forest (Hell), Starclan has expanded to the dreams of normal cats. It is time to support the Starclan before evil has taken over the world.

Starclan's Chosen Spellcasting
Level Cantrips Know Spells Known Spell Slots Spell Level
3 2 2 1 1
4 2 2 1 1
5 2 3 1 1
6 2 3 2 1
7 2 4 2 2
8 2 4 2 2
9 2 5 2 2
10 3 5 2 2
11 3 6 2 2
12 3 6 2 2
13 3 7 2 3
14 3 7 2 3
15 3 8 2 3
16 3 8 2 3
17 3 9 2 3
18 3 9 2 3
19 3 10 2 4
20 3 11 2 4
Spellcaster

At the 3rd level, Starclan has shown the way of divine magic.

Cantrips

You learn two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at the 10th level.

Spell Slots

The Starclan Spellcasting table shows how many spell slots you have to cast your cleric 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 cleric 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, if you know the 1st-level spell bless and have a 1st-level and a 2nd-level spell slot available, you can cast Bless using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level cleric spells of your choice, two of which you must choose from the divination or enchantment spells on the cleric spell list.

The Spells Known column of the Starclan Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be a divination or enchantment spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at the 8th, 14th, and 20th levels can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots, and it must be a divination or enchantment spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Charisma is your spellcasting ability for your cleric spells, since you learn your spells through study and memorization. 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 cleric 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

Picker-Upper

At the 3rd level, Starclan taught you small ways to regenerate the body and soul You have a pool of picker-uppers energy represented by several d4s equal to your Starclan level times two.

As a bonus action, you can heal one creature you can see within 30 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.

You regain all expended dice when you finish a long rest.

Refreshed Sleep

At the 3rd level, your dreams with Starclan boaster the spirit. After sleeping at least 30 mins, you gain d4 plus your proficiency bonus of temporary hit points.

Encouraging Words

At the 6th level, you learn how to say the right words in time of need. Whenever a creature within 30 ft of you fails a d20 roll, you can use a reaction to encourage them. They can add a d4 to the roll, potentially turning the roll into a success. This becomes a 2d4 when the targeted creature is under the effects frightened.

This benefit 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.

Smite Evil

At the 6th level, you can protect over by smiting your enemy. Once per turn when you hit a creature, you can expend a spell slot to deal an extra 2d4 radiant damage to the target, plus another 2d4 per level of the spell slot, and you blinded the target until the start of their next turn.

Celestal Agility

At the 10th level, when you use your action to cast a cantrip, you can immediately make one weapon attack as a bonus action.

Protection of Starclan

At the 14th level, Starclan is the one that grants nine lives to leaders of the clan. That power extends to you and the people you care the most about. While dreaming of long rest, you can tell your Starclan allies the people you desire to protect. You choose five cats of your choice.

When any creature that is under the protection of Starclan and is in an area of Starclan's influence is reduced to 0 hit points but not killed outright, the creature's "second" life triggers and magically drops to d4 hit point instead. Once this magic is triggered, no creature can benefit from it until you finish a long rest.

The Little Things Matter

At the 18th level, you know that regardless of size, big or small, all things matter. You and all friendly creatures with 30 ft, can treat a d4 roll of 2 or lower as a 3.

Dark Forest Trainee [edit]

Not all clan cats go to Starclan (heaven). The more evil ones are banished to the place of no stars or the more commonly known name of Dark Forest (hell). Here the evilest cats of history plan and plot for the downfall of Starclan, revenge, or other sinister reasons. Like Starclan, the Dark Forest visit dreams of cats. They subject their apprentice to harsh and cruel combat training.

Dark Forest Spellcasting Table
Level Cantrips Known Spells Known 1st level 2nd level 3rd level 4th level
3 2 3 2 - - -
4 2 4 3 - - -
5 2 4 3 - - -
6 2 4 3 - - -
7 2 5 4 2 - -
8 2 6 4 2 - -
9 2 6 4 2 - -
10 3 7 4 3 - -
11 3 8 4 3 - -
12 3 8 4 3 - -
13 3 9 4 3 2 -
14 3 10 4 3 2 -
15 3 10 4 3 2 -
16 3 11 4 3 3 -
17 3 11 4 3 3 -
18 3 11 4 3 3 -
19 3 12 4 3 3 1
20 3 13 4 3 3 1
Pact Magic

At the 3rd level, Dark Forest has taught the dark magic of this world.

Cantrips

You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at the 10th level.

Spell Slots

The Dark Forest Spellcasting table shows how many spell slots you have to cast your 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.

For example, if you know the 1st-level spell witch bolt and have a 1st-level and a 2nd-level spell slot available, you can cast Witch Bolt using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level warlock spells of your choice, two of which you must choose from the evocation and necromancy spells on the warlock spell list.

The Spells Known column of the Dark Forest Spellcasting table shows when you learn more warlock spells of 1st level or higher. Each of these spells must be an evocation and necromancy spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at the 8th, 14th, and 20th levels can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the warlock spells you know with another spell of your choice from the warlock spell list. The new spell must be of a level for which you have spell slots, and it must be an evocation or necromancy spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Charisma is your spellcasting ability for your warlock spells, since you learn your spells through study and memorization. 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

Blast

At the 3rd level, you improve the most powerful cantrip: eldritch blast. You learn Eldritch Blast and this does not count to the limit of cantrips that you know. You can improve your eldritch blast even further. Choose one feature from below:

Agonizing

When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.

Come Closer

Once on each of your turns when you hit a creature with your eldritch blast, you can move that creature in a straight line 10 feet closer to you.

Far Reaching

When you cast an eldritch blast, its range is 300 feet.

Sapping

Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature’s speed by 10 feet until the end of your next turn.

Stay Away

When you hit a creature with an eldritch blast, you can push the creature up to 10 feet away from you in a straight line.

Transforming (Riverclan Speciality)

At will, you can permanently change the damage type of your eldritch blast. This allows each of your eldritch blasts to be a different damage type. If the damage type is cold, that creature makes a constitution save vs spell saving throw. On a fail, they are prone.

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can the modification on your eldritch blast.

Harsh Training

At the 3rd level, the training that you receive in the Dark Forest is very dangerous. After long rest, you make a constitution saving throw vs DC of 15. On a fail, you take d4 plus your proficiency bonus of damage as a wound that you received in your dream is carried over to real life.

Weapon Expertise

At the 6th level, the long and painful training in the Dark Forest has massively improved your fighting ability. Choose one weapon type that you are proficient with and that lacks the two-handed property. As long you are wielding your weapon expertise, you can use your dirty trick. Choose one from below to be your dirty trick.

Aim for the weak point

You add your proficiency modifier to the attack roll with your weapon expertise.

Break the legs

Whenever you hit with your weapon expertise, that creature makes a strength check vs dc of 8 + your proficiency modifier + your strength modifier. On a fail, they become prone.

Cut the arteries

Whenever you hit with your weapon expertise, that creature makes a Constitution check vs your spell save DC. On a fail, they start to bleed. At the start of their next turn, they take a d4 + your proficiency bonus of slashing damage.

Suffocating like the river

Whenever you get a critical hit with your weapon expertise, they are automatically grapplied by you.

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can change your weapon type.

Dark Smite

At the 6th level, you can channel the dark forces of the dark forest to land a... dark smite. Once per turn when you hit a creature with your weapon expert, you can expend a spell slot to deal an extra 1d8 cold damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.

Might and Magic

At the 10th level, when you use your action to cast a cantrip, you can immediately make one weapon attack as a bonus action.

Dark Forest's Secrete Technique

At the 14th level, you find drawing the blood of your enemy so rewarding that you feel yourself grow stronger with each hit. When you hit a creature with your weapon expertise, the creature takes extra cold damage equal to your Charisma modifier (minimum 1).

Master of the blade

At the 18th level, you hone your weapon to mastery. Whenever you wield a weapon expert, that weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.

Field Medic [edit]

Battles are getting more and more dangerous. With only one or two medicine cats per clan, it is harder to keep cats alive and safe during battle. A new type of warrior raises up to the growing problem. Field medics are like normal warriors. They go through the normal warrior training and receive their warrior name (complete warrior training). What sets them apart from normal warriors is that they return back for more training. They train with the medicine cat to treat critical battle wounds and help with normal medicine duties.

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.

Basic Herbal Knowledge

At the 3rd level, you learn the most common herbs for healing and important herbs to treat wounds. You gain proficiency in medicine skills.

Healer's Assisance

At the 3rd level, you spend a lot of time training to use the medicine. While you are not as good as a proper medicine cat, you can help them with their work. Whenever you help someone do any checks involving herbs (like healing with herbs or finding herbs), in addition to the advantage to the roll, they add your proficiency bonus to the roll.

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 charisma 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 10th 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.

Better than Being Dead

At the 14th level, you learn to utilize Lurk even when it is not safe to use it. You can use Lurk on a creature that already has the maximum limit of Lurk for that short or long rest. When you do this, they gain one level of exhaustion.

Lurk no longer works on creatures with three or more levels of exhaustion.

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.

Custom Subclass [edit]

GM may create a new subclass by following this template

1st Level Subclass Sorcerer

At the 3rd level, pick 1st level subclass sorcerer. If a feature requires 1-2 sorcery points to activate, replace it with "Once you use this feature, you can’t use it again until you finish a short or long rest. If a feature requires 3-6 sorcery points to activate, replace it with "Once you use this feature, you can’t use it again until you finish a long rest.

6th Level Subclass Sorcerer

At the 6th level, pick 6th level subclass sorcerer. If a feature requires 1-2 sorcery points to activate, replace it with "Once you use this feature, you can’t use it again until you finish a short or long rest. If a feature requires 3-6 sorcery points to activate, replace it with "Once you use this feature, you can’t use it again until you finish a long rest.

Custom Feature

At the 10th level, you create your own feature.

14th Level Subclass Sorcerer

At the 14th level, pick 14th level subclass sorcerer. If a feature requires 1-2 sorcery points to activate, replace it with "Once you use this feature, you can’t use it again until you finish a short or long rest. If a feature requires 3-6 sorcery points to activate, replace it with "Once you use this feature, you can’t use it again until you finish a long rest.

18th Level Subclass Sorcerer

At the 18th level, pick 18th level subclass sorcerer. If a feature requires 1-2 sorcery points to activate, replace it with "Once you use this feature, you can’t use it again until you finish a short or long rest. If a feature requires 3-6 sorcery points to activate, replace it with "Once you use this feature, you can’t use it again until you finish a long rest.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the River Warrior Cat class, you must meet these prerequisites: Str 13 and Con 13

Proficiencies. When you multiclass into the River Warrior Cat class, you gain the following proficiencies: Light armor and simple weapons

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