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
What is River Warrior Cat?[edit]
In this world, animals, like cats, are as smart as humans. River Warrior Cats are the adult cats from Riverclan, one of the five or four clans that live next to each other. River Warriors specialize in fighting in water, pinning, and crushing their foes. River Warriors are the adults of Riverclan and as such they are responsible for hunting and protecting the young and the elders of your clan. River Warriors tend to look... pump and well groomed due to their diet of fishes. This makes them great in combat and debates.
Creating a River Warrior Cat[edit]
What do you like about water the most? How do you keep your fur smooth and elegant? How do you pin your lighter foes? How did you learn to speak properly with other cats? What drives you to remain pretty and handsome?
- 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 spear and explorer's pack.
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
- leather armor, 2 daggers and a pouch contains 15 gd
Level | Proficiency Bonus |
Features | Crushing Weight | Swimming Speed | River Talents |
---|---|---|---|---|---|
1st | +2 | Fish with Fur, Water Dominance, Crushing Weight | 1d4 | 30 ft | - |
2nd | +2 | River Talent | 1d4 | 30 ft | 1 |
3rd | +2 | Restraining Weight, Water Archetype | 1d4 | 30 ft | 1 |
4th | +2 | Ability Score Improvement | 1d4 | 30 ft | 1 |
5th | +3 | — | 1d6 | 35 ft | 2 |
6th | +3 | Water Archetype Improvement | 1d6 | 35 ft | 2 |
7th | +3 | Sitting Spots | 1d6 | 35 ft | 2 |
8th | +3 | Ability Score Improvement | 1d6 | 35 ft | 2 |
9th | +4 | — | 1d6 | 40 ft | 3 |
10th | +4 | Fish with Fur Improvement | 1d6 | 40 ft | 3 |
11th | +4 | — | 1d8 | 40 ft | 4 |
12th | +4 | Ability Score Improvement | 1d8 | 40 ft | 4 |
13th | +5 | Perfect Fur | 1d8 | 45 ft | 4 |
14th | +5 | Water Archetype Improvement | 1d8 | 45 ft | 4 |
15th | +5 | — | 1d8 | 45 ft | 5 |
16th | +5 | Ability Score Improvement | 1d8 | 45 ft | 5 |
17th | +6 | — | 1d8 | 50 ft | 6 |
18th | +6 | Water Archetype Improvement | 1d10 | 50 ft | 6 |
19th | +6 | Ability Score Improvement | 1d10 | 50 ft | 6 |
20th | +6 | Powerful Weight | 1d12 | 50 ft | 6 |
Fish with Fur[edit]
At 1st level, you are familiar with water. You have a 30 ft swimming speed. If you already have swimming speed, increase it by 30 ft. 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 ac cannot be lower than 10 + dex modifier + con modifier
Crushing Weight[edit]
At 1st level, you can use your... "pulp" and "long fur" body to crush breath away from enemies. At the start of your turn, one creature that is grappled or restrained by you takes 1d4 nonlethal bludgeoning damage. At higher levels, your crushing weight damage die increases, as seen in River Warrior Cat table.
River Talent[edit]
At 2nd level, each River Warrior learn and talented in different things. River talents is the features and abilities you learn from other river warriors. You gain one river talents of your choice. When you gain certain river warrior levels, you gain additional talent of your choice, as shown in the Talents Known column of the River Warrior table. A level prerequisite refers to your level in this class.
Some river talents use a DC or a spell saving DC. The DC for these talents are 8 + your charisma 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.
Restraining Weight[edit]
At 3rd level, you can fully prevent a creature from moving. 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.
Water Archetype[edit]
At 3rd level, you chose a Water Archetypes. Choose between Leopard, 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, 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.
Sitting Spots[edit]
At 7th level, you understand how a cat's body works. Whenever you successfully restrain a creature, 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
A 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/Stomach
The restrained cat is frightened of you but has the advantage to escape grappled and restrained.
Fish with Fur Improvement[edit]
At 10th level, you become more graceful in the water. While in water, the follow is applied:
- You no longer provoke attacks of opportunity
- Advantage on resisting grapple checks
- Advantage to resisting charm
- You can safely swim in water regardless on the current's strength and temperature as long as you are moving. Temperature becomes a big problem when you grow too tired to swim or leave the water.
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 Constitution modifier (minimum of +1).
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.
River Talents[edit]
- Silky Fur
Your diet of mostly fish and the constant washing from the river has left your fur in a beautiful sheen. You gain the following:
- You gain proficiency in persuasion and deception.
- Your proficiency bonus is doubled for any ability check you make that persuasion.
- You have the advantage to escape (but not resist) a grapple.
- 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.
- Thick Fur
Your fur, not fat, keeps you warm. You gain the following:
- You gain resistance to cold damage
- You have advantage to resist the cold weather
- You are immune to cold and freezing water
- Heavy Weight
You become better at grappling enemies. You gain the following:
- You have an advantage on attack rolls against a creature that are grappled.
- You cannot have disadvantage to hit a restrained creature.
- 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.
- Knock Sense
You attack carefully to knock some sense into a creature. When you hit a charmed ally with a weapon, they take half of the damage and no longer charmed. This attack's damage does not break concentration.
5th level[edit]
- Charm and Fighting
You can charm others while fighting. You can cast friends cantrip as a bonus action.
- Helping Hand
You are very helpful. You can use the help action up to 30 ft away.
Additionally, as a reaction you can use the help action. You can use this once per short or long rest.
- Greater Crushing Weight
You have become the master of crushing. You add your constitution modifier to the Crushing Weight damage.
9th level[edit]
- Quick Charm
You easily make people fall for you. As a bonus action, you can cast charm person without any components. You can use this feature once per short or long rest.
- River's Guidance
You help others swim as good as you. All friendly creature within 5 ft of you gain swimming speed equal to your swimming speed.
- Freezing Touch
You easily make people feel cold. When you hit a creature with a melee weapon or unarmed attack, you can deal an extra 2d6 cold damage. This can be used once per turn.
11th level[edit]
- Quick Friends
You can make a friend attempt as a bonus action. As a bonus action, you can cast Fast Friends without any components. You can use this feature once per long rest.
- Blend in Water
You find it easy to appear like a log, clump of garbage, or harmless creature. When you are in water and letting the water carry you (if their is a current), you have advantage to all stealth checks.
- Quick Grapple
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.
15th level[edit]
- Forgiving Personality
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.
- Moving Island
You become a strong swimmer to help others cross the water. A creature of your size or small can ride you while in the water.
- Winter's Freeze
People find it easier to become frozen because of your actions. When you deal cold damage, you ignore resistance and turn immunity into resistance.
Additionally, as your bonus action, your next attack this turn deals an extra 1d4 cold damage and all damage type dealt by this attack becomes cold damage.
17th level[edit]
- Infectious Charisma
Just by being near 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.
- Water Quick Travel
You can create an extremely fast current in the river to travel from one place to another. As a 10 minute ritual, you control the water. For the next 1 minute, your swimming speed cannot become lower than 500 ft.
You can use this feature once per long rest.
- Master of the Water
Your very presence in the water makes it harder for others to swim. All hostile creatures within 30 of you treat water as difficult terrain.
- Hard Reality Snap
Returning to reality is not fun. When you hit a charmed creature, you automatically get a critical hit and they are no longer charmed.
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.
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 an action, 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 short or long rest.
- Well Manner Speech
At the 10th level, you practice improving your vocabulary and speech. You have the advantage to persuasion and deception rolls.
- Agility of a Leopard
At the 14th level, the speed of the leopard is in you. When you move on your turn 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 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.
Majesty [edit]
Among the River warrior cats, nothing is more charming than you. You use magic where natural looks and words fail you.
- Form of Beauty
At the 3rd level, you gained the fey magic to transform into the perfect looking person, regardless who is looking. As a bonus action, you transform for 1 minute. You gain the following benefits while transformed:
- You gain temporary hit points equal to your River Warrior Cat level.
- Once during each of your turns, when you hit a creature with an attack, you can force it to make a Wisdom saving throw vs your talent dc, and if the saving throw fails, the target is charmed by you until the end of your next turn.
- You are immune to the charmed condition.
You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest
- Mantle of Majesty
At the 6th level, you gain the ability to cloak yourself in a fey magic that makes others want to serve you. As a bonus action, you cast Command (with charisma as your spellcasting modifier), without expending a spell slot, and you take on an appearance of unearthly beauty for 1 minute or until your concentration ends (as if you were concentrating on a spell). During this time, you can cast Command as a bonus action on each of your turns, without expending a spell slot.
Any creature charmed by you automatically fails its saving throw against the Command you cast with this feature.
Once you use this feature, you can’t use it again until you finish a long rest.
- Beguiling Defenses
Beginning at 10th level, your study in fey magic has taught you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your talent save DC or be charmed by you for 1 minute or until the creature takes any damage.
- Unbreakable Majesty
At the 14th level, your appearance permanently gains an otherworldly aspect that makes you look more lovely and fierce.
In addition, as a bonus action, you can assume a magically majestic presence for 1 minute or until you are incapacitated. For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw against your spell save DC. On a failed save, it can't attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage to resist or escape being grappled or restrained on your next turn.
Once you assume this majestic presence, you can't do so again until you finish a short or long rest.
- Misty Delirium
At the 18th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your talent save DC. On a failed save, it is charmed by you for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage.
Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.
You must finish a short or long rest before you can use this feature again.
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.
Level | Cantrips Known | Spells Known | Magic Points | Spell Level |
---|---|---|---|---|
3 | 2 | 2 | 2 | 1 |
4 | 2 | 2 | 2 | 1 |
5 | 2 | 3 | 3 | 1 |
6 | 2 | 3 | 4 | 1 |
7 | 2 | 4 | 4 | 2 |
8 | 2 | 4 | 5 | 2 |
9 | 2 | 5 | 6 | 2 |
10 | 3 | 5 | 6 | 2 |
11 | 3 | 6 | 7 | 2 |
12 | 3 | 6 | 8 | 2 |
13 | 3 | 7 | 8 | 3 |
14 | 3 | 7 | 9 | 3 |
15 | 3 | 8 | 10 | 3 |
16 | 3 | 8 | 10 | 3 |
17 | 3 | 9 | 11 | 3 |
18 | 3 | 9 | 12 | 3 |
19 | 3 | 10 | 12 | 4 |
20 | 3 | 11 | 13 | 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 Points
The Starclan's Chosen Spellcasting Table shows how many magic points you have to cast your cleric spells of 1st level and higher. To cast one of these cleric spells, you must expend a magic points equal to the spell's level + 1. The highest spell's level that you can use is shown in the Spell Level column of the Starclan's Chosen Spellcasting Table.
For example, if you know the 1st-level spell bless and the highest spell level is 2, you can cast bless as a 1st level spell by spend 2 magic points or 2 level spell by spending 3 magic points.
- 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
Intelligence is your spellcasting ability for your cleric spells, since you learn your spells through study and memorization. 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 cleric 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
- Picker-Upper
At the 3rd level, Starclan taught you small ways to regenerate the body and soul. You learn the Spare the Dying cantrip, which doesn't count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.
Additionally, whenever you stablize a creature, you may choose to heal them 2d4 hit points. You can use this feature up to twice of your proficiency bonus per short or long rest.
- Refreshed Sleep
At the 3rd level, your dreams with Starclan boaster the spirit. After sleeping at least 30 mins, you gain 1d4 of temporary hit points.
- Channel Starclan
At 6th level, you gain the ability to channel divine energy directly from Starclan, using that energy to fuel magical effects. When you use your Channel Divinity, you choose which of the two effects to create. When you finish a short or long rest, you regain your expended uses which is only once at 9th level. Beginning at 18th level, you can use your Channel Divinity twice between rests.
- Channel Starclan: Balm of Peace
As an action, you can move up to your speed, without provoking opportunity attacks, and when you move within 5 feet of any other creature during this action, you can restore a number of hit points to that creature equal to 2d6 + your Intelligence modifier (minimum of 1 hit point). A creature can receive this healing only once whenever you take this action.
- Channel Divinity Order’s Demand
As an action, each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw.
- Master of Charming
At the 14th level, your looks are so create than some could call it magical. You can cast charm person at will. Once a creature is effected by this feature (by passing or failing), they are immune from this feature until a short or long rest.
- Starclan Intervention
At the 18th 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 during long rest, you can tell your Starclan allies (including yourself) the people you desire to protect. You choose up five creatures of your choice.
Whenever any creature that is under the protection of Starclan is reduced to 0 hit points or killed, you roll a 1d20. If you roll a number equal to or lower than this class' level, the creature's "second" life triggers. They are revived and healed 1d4 hit points. Once this second life is triggered, creature cannot benefit from it until you finish a long rest.
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.
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 |
- 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 warlock 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 warlock 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 15th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.
- 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
- Harsh Training
At the 3rd level, the training that you receive in the Dark Forest is very dangerous. Many of your features uses the training dice which is 1d4. At 5th level, it becomes 1d6. At 11th level, it is 1d8. At 17th level, it is 1d10 damage.
Additionally, during your dreams, you take a dangerous lessons from the Dark Forest. The injuries are carried over to the waking world. After completing a long rest, you take bludgeoning, slashing, or piecing (chosen by GM) damage equal to your training dice.
- Improved True Strike
At the 3rd level, you study your foe to target the most vulnerable locations. You learn the True Strike cantrip, which doesn't count against the number of warlock cantrips you know. For you, it does not require concentration.
When you use True Strike, your next attack has increase to the attack and damage roll equal to your training dice.
- Rewards of Winning
At the 3rd level, you find drawing the blood of your enemy so rewarding that you feel yourself grow stronger with each hit. Whenever you kill or hit a creature below 0 hp you gain temporary hit points equal to your training dice.
- Weapon Invocation
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. As long you are wielding your weapon expertise, you can use your weapon invocation. Whenever you gain a new level in this class, you can change your weapon type and weapon invocation. Choose one from below to be your weapon invocation:
- Aim for the weak point
When you use True Strike with your weapon expertise, you can use your charisma modifier instead of your strength or dexerity modifier. Additionally, you deal an extra equal to your training dice plus your charisma modifier.
- 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.
- Bully
Whenever you hit with your weapon expertise, you may push or pull them 10 ft away or towards you.
- 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 piercing damage equal to your training dice.
- Knock down
Once per turn when you hit a creature with your weapon expertise, you can expend a 1-5 magic points to deal an extra 1d8 necrotic damage to the target per magic points spent. After dealing damage, they become prone.
- Suffocating like the river
Whenever you get a critical hit with your weapon expertise, they are automatically grappled by you.
- Cold Crush of Water
At the 14th level, bring the horrors of the ocean to them. Whenever you deal damage from Crushing Weight that creature becomes frightened of you until the end of your next turn. Additionally, Crushing Weight deals cold damage instead of bludgeoning.
- Forest Boon
At the 18th level, you have completed your training in the dark forest and dark forest give you a boon to make this imporant stage in your life. Pick one boon from below:
- Boon of the Weapon Expert
Whenever you wield a weapon expert, that weapon gains a +1 bonus to its attack and damage rolls even if it is a magical weapon.
- Boon of the Familiar Mentor
You can use a bonus action to call your ex-mentor in an unoccupied space you can see within 15 feet of you. This spirit is invisable to everyone except you and anyone with true or eather sight. Your ex-mentor lasts until they are slain, until you dismiss them as a bonus action, or until you're incapacitated.
Your spiritual ex-mentor has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If they have to make a saving throw, it uses your saving throw bonus for the roll. The spirit is the same size as you, and they occupies its space. On your turn, your mentor can move up to 30 feet on their own. If your spirit is ever more than 60 feet from you at the end of your turn, they return to the dark forest.
- As a bonus action, you can teleport, magically swapping places with your mentor at a cost of 15 feet of your movement, regardless of the distance between the two of you.
- When you take the Attack action or cast a spell on your turn, any attack or spell you make with that action can originate from your space or the mentor's space. You make this choice for each attack or spell.
- When a creature that you can see within 5 feet of your mentor moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the mentor's space.
- Boon of the Tome's Knowledge
Your mentor taught you some off the books spells. When you gain this feature, choose one 1st-level spell from any class's spell list (the three needn't be from the same list). You that 1st level spell at will. If you want to cast it at a higher level, you must spend the usual amount of mana points for that level. This spell don't count against your number of spell known. If they don't appear on the warlock spell list, they are nonetheless warlock spells for you.
- Pact of the Talisman Tattoo
Your mentor carves a tattoo of a talisman, a talisman that can aid you when the need is great. When you fails an ability check, you can add a your training dice to the roll, potentially turning the roll into a success. This benefit can be used once per short or long rest.
- Forest Arcanum
At the 18th level, your mentor bestows upon you a magical secret called an arcanum. Choose one 4th-level spell from the warlock spell list as this arcanum.
You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
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 (a weed that hooks onto fur). 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.
- You can't Hurt my Friend
At the 14th level, you prevent anyone from hurting your friend. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way.
Additionally, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your River Warrior cat level + your Charisma modifier.
- 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.
HB or Official Sorcerer Subclass [edit]
You can use any HB (with the usual approval of GM) and official subclasses for Sorcerer.
The sorcerer subclass' 1st level feature(s) become this class' 3rd level feature.
If a feature requires 1-2 sorcery points to activate, replace it with "You can use this feature up to your charisma modifier. You regain the lost resources after a 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.
At 14th level, both of these replacement features are replenished after a short or 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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