Shadow Warrior Cat (5e Class)
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Shadow Warrior Cats[edit]
"Few are welcome here, in our world of secrets and darkness. We are a Clan of cunning and cleverness, a Clan well suited to the shadows of the cold north wind. No other Clan can walk the paths of night like we do. Other Clans may be faster or stronger, but we are the most dangerous warriors: fierce, proud, and independent. We are ruthlessly willing to do what it takes to protect our great Clan. There won't be any softhearted alliances here! ShadowClan will always be the dark heart of the forest."
— Blackstar about ShadowClan in Secrets of the Clans, page 55
What is a Shadow Warrior Cat[edit]
In this world, animals, like cats, are as smart as humans. Shadow Warrior Cats are the adult cats from Shadowclan, one of the five or four clans that live next to each other. Shadow Warriors specialize in fighting in total darkness. While all cats can see well in near darkness, only cats from Shadowclan know how to fight without seeing. As such, they preform best in areas where the natural light of moon and stars are blocked like trees and bushes. Shadow Warrior are not just trained to fight, they serve to do all the other jobs required from an adult cat in a clan like hunting and guarding the borders. Shadow Warriors main prey are reptiles and amphibians.
Creating a Shadow Warrior Cats[edit]
Do you enjoy being in the dark where no one can see or do you prefer in the light where your possible enemies can attack or chat with you? Do you prefer the night when there is many hiding places or prefer the day where you can see everything once more? Which is worst, the idea of being attacked while hiding or being attacked in the open?
- Quick Build
You can make a Shadow Warrior Cat quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution. Second, choose the Clan Cats background. Third, choose shortword, a shortbow and quiver of 20 arrows, and burglar's pack.
Class Features
As a Shadow Warrior Cat you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Shadow Warrior Cat level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Shadow Warrior Cat level after 1st
- Proficiencies
Armor: light, medium and shield
Weapons: Simple weapons, hand crossbows, longswords, rapiers, and shortswords
Tools:
Saving Throws: Dexterity, Intelligence
Skills: Choose two from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a rapier or (b) a shortsword
- (a) a shortbow and quiver of 20 arrows or (b) a shortsword
- (a) a burglar’s pack or (b) a dungeoneer’s pack or (c) an explorer’s pack
- Leather armor, two daggers, and thieves’ tools
Level | Proficiency Bonus |
Features | Sneak Attack | Blind Sense Range | Talents Known |
---|---|---|---|---|---|
1st | +2 | Vanish, Sneak Attack, Blindsense | 1d6 | 5ft | - |
2nd | +2 | Shadow Talents | 1d6 | 5ft | 1 |
3rd | +2 | Shadow Archetype, Ears Open | 2d6 | 5ft | 1 |
4th | +2 | Ability Score Improvement | 2d6 | 5ft | 1 |
5th | +3 | Uncanny dodge | 3d6 | 10ft | 1 |
6th | +3 | Expertise | 3d6 | 10ft | 1 |
7th | +3 | — | 4d6 | 10ft | 2 |
8th | +3 | Ability Score Improvement | 4d6 | 10ft | 2 |
9th | +4 | Shadow Archetype Improvement | 5d6 | 15ft | 2 |
10th | +4 | — | 5d6 | 15ft | 3 |
11th | +4 | Reliable Talent | 6d6 | 15ft | 3 |
12th | +4 | Ability Score Improvement | 6d6 | 20ft | 3 |
13th | +5 | Shadow Archetype Improvement | 7d6 | 20ft | 3 |
14th | +5 | Back into the Darkness | 7d6 | 20ft | 3 |
15th | +5 | — | 8d6 | 25ft | 4 |
16th | +5 | Ability Score Improvement | 8d6 | 25ft | 4 |
17th | +6 | Shadow Archetype Improvement | 9d6 | 25ft | 4 |
18th | +6 | — | 9d6 | 30ft | 5 |
19th | +6 | Ability Score Improvement | 10d6 | 30ft | 5 |
20th | +6 | Stroke of Luck | 10d6 | 30ft | 5 |
Vanish[edit]
At 1st 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.
Sneak Attack[edit]
Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have an advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have a disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Shadow Warrior Cat table.
Blindsense[edit]
At 1st 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 5 feet of you.
At certain levels, the range of blindsense increases as seen in the Blindsense Range table.
Shadow Talents[edit]
At 2nd level, each Shadow Warrior learn and talented in different things. Shadow talents is the features and abilities you learn from other shadow warriors. You gain one shadow talents of your choice. When you gain certain shadow warrior levels, you gain additional talent of your choice, as shown in the Talents Known column of the Shadow Warrior table. A level prerequisite refers to your level in this class.
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.
Shadow Archetype[edit]
At 3rd level, you chose a shadow archetypes. Choose between Assassin, Inquisitive, Scout, Swashbuckler, Thief, Masters of the Shadow, Starclan's Chosen, 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.
Ears Open[edit]
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.
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.
Uncanny Dodge[edit]
Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you
Expertise[edit]
At 6th level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Reliable Talent[edit]
Beginning at 11th 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.
Back into the Darkness[edit]
At 14th 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.
Stroke of Luck[edit]
At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Shadow Talents[edit]
The DC and save DC of your shadow talents is 8 + your charisma modifier + your proficiency modifier.
- Trap Finder
You have an intuitive sense that alerts you to the dangers and presence of traps. You roll with advantage to Perception checks to find traps and to saves against traps.
- Your Next
After downing a foe, you menacingly remind another foe that you’re coming after them next. As a reaction to you bring an enemy down to 0 hp, you can pick a creature within 30 ft. They make a wisdom saving throw vs 8 + your Intimidation Skill Modifier, or be frightened of you until the end of their turn.
- Brutal Beating
The brutality of your critical hits shakes your foes’ confidence. Whenever your weapon attack is a critical hit and deals damage, the target is frightened of you until the end of their turn..
- Clever Gambit
Your battle tactics are aided by your assessment of your foes' capabilities, allowing you to instantly adjust your movements to maximum advantage. Whenever your weapon attack is a critical hit and deals damage, you can use your reaction to move up to half of your speed. This movement does not provoke the attack of opportunity.
Additionally, when you critically hit against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn.
- Critical Ambush
You can take your opponents by surprise with deadly strikes. When you have advantage on an attack roll against a creature that can't see you due to you being Hidden and you successfully hit them, you may attempt an ambush at it. If you do so, that attack becomes a critical hit.
You can use this feature a number of times equal to your proficiency bonus, and regain your uses when you complete a long rest.
- Mobility Stance
You move in a way that denies your enemies the opportunity to retaliate. At the start of your turn, you can or exit mobility stance. While in mobility stance, you do not trigger attack of opportunity but your movement is halved or 10 ft which ever is lower.
- Quick Draw
You draw your weapon and attack with the same motion. Whenever you take the attack action, you draw one weapon without requiring the item interaction.
- Strong Arm
Your throwing range is increased by 10 and long range of your throws is increased by 30 ft.
- Jack of all Trades
You learn as many new skills as possible. You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.
- Professional
choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
- Shadow Initiate
You learn how to use the shadows to conceal your presence. You can use Hide action even when clearly observed, as long as you are in an area of dim light or darkness.
- Voice in the Dark
You are good at hiding your true desires from your voice. You always pass the deception check vs an insight as long as you are in the dark. Additionally, you gain advantage to intimidation while in the dim lighting or in darkness.
Additionally, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
- Veiled Strike
If your target of an attack is in an area of dim light or darkness, and you are able to see it, you don't need advantage on your attack to benefit from your sneak attack additional damage.
Additionally, when you are in dim light or darkness, you can use you bonus action to Dash.
- Intimating Strike
Your blow not only wounds creatures but also shatters their confidence. Once per turn, whenever you get a critical hit, that creature is frightened of your until the start of your turn.
7th Level Talents[edit]
- Attack from Darkness
You gain the ability to jump from one shadow into another. When you are in dim light or darkness, as a bonus action you can move up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. This movement ignores difficult terrain and attack of opportunity as you are a black blur running across to the distance. You then have advantage on the first melee attack you make before the end of the turn.
- Quick Learner
requirement: Jack of all Trades
You figure a way to quickly learn something new by improving one of your half gained skills. During a short rest, you may change one of your skill proficiency for another skill proficiency.
Additionally, you gain proficiency in one skill and one language.
- Shadow Aura
You can make the surrounding area darker. As an action, you create a shadow aura that reaches up to 15ft away. All dim light in shadow aura becomes darkness and all bright light in shadow aura becomes dim light. A creature with darkvision can't see through this darkness.
You can use this once per short or long rest.
- Shadow Blade
You create a sharp blade from the shadows. You can cast Shadow Blade at 2nd level without spell slots. You can use this once per short or long rest. The damage type from this spell is necrotic instead of physic.
- Shadows Muffled Travel
You can use shadows to muffle any sound of you traveling. You can cast pass without trace at 2nd level without spell slots. You can use this once per short or long rest.
- Silent Step
You are pretty careful to not disrupt the silent rest of your targets. You can use your bonus action to give yourself Advantage on Dexterity (Stealth) checks, and creatures have Disadvantage on Dexterity (Stealth) checks that rely on hearing made against you until end of your next turn.
- Dread Striker
You capitalize on your enemies’ fear to slip past their defenses. You have advantage to attack rolls against any creature that has the frightened condition.
- Poison Weapon
As a bonus action, you can pull out poison, draw a weapon (optional), apply it to your weapon, and put it away. Unlike normal poison, due to your haste, the poison potency fades away at the end of your next turn or the next time you hit with the poisoned weapon.
- Reactive Pursuit
You keep pace with a retreating foe. When a creature leaves your weapon's reach, you can use your reaction to follow the fleeing creature up to half of your movement. This does not trigger any attack of opportunity.
- The Harder They Fall
You make your foes fall painfully when you trip them. When you successfully make a foe prone, your target takes 1d6 bludgeoning damage.
- Anticipate Ambush
Using your extensive knowledge of ambush tactics, you keep watch for any hidden creatures or dangerous sites. When you are surprised, you add 5 to your initiative roll.
- Far throw
You add 3 to your attack roll when attacking from long range and when you have disadvantage. Additionally, for the purpose of sneak attack, you ignore the rule about disadvantage when it comes to long range.
- Gang Up
Requirement: optional rule: flanking
You and your allies harry an opponent in concert. You have flanking as long as the enemy is within both your reach and your ally’s. Your allies must still flank an enemy for them to get flanking.
- Ambushing Knowdown
You emerge from hiding and deliver a blow that can knock an enemy sprawling to the ground. Whenever you successfully hit a creature with a melee weapon while being hidden from the creature, they are knocked prone.
- Bullseye
You carefully take aim before making your attack in order to avoid your foe's concealment and cover. You ignore 1/2 and 3/4 cover with thrown weapons.
- Improved Poison Weapon
Requirement: Poison Weapon
You deliver poisons in ways that maximize their harmful effects. When you apply a poison with Poison Weapon, that poison deals an extra 1d4 poison damage
- Inspired Stratagem
You quickly advise your ally, using your earlier planning to make sure luck can't throw a wrench in the cogs of your schemes. When an ally within 30 ft of you fails an ability check, you can use your reaction to make that ally rolls the triggering check twice and takes the better of the two results. That ally then becomes temporarily immune to your Inspired Stratagem until your next long rest.
10th Level Talents[edit]
- Cat Nap
You can let cats take a deep nap under the shadows. You can cast Catnap at will. Each creature effected this spell have darkness surrounding them like making a cocoon blanket around them. A creature with darkvision can't see through this darkness. The darkness is created after the creature sleeps and disappears just before the creature wakes up. Affected creature is not aware of being covered by darkness while they are sleeping.
- Cloak of Shadows
You have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.
- Tactical Entry
On your first turn, if no other enemy creatures has acted this combat, your movement speed is doubled for this turn.
- Sneak Savant
When you fail on a stealth check, you can reroll your stealth check with the same disadvantage or advantages of the first roll. You can do this up to your charisma modifier per short or long rest.
15th Level Talents[edit]
- Keen Hearing
You become better at listening for details. You have an advantage on perception and investigation checks based on hearing as long as you remain quiet.
- Hidden from Magic
You use shadows to cause a creature or object to not be detected by magic. You can cast nondetection as a 4th level spell at will. As long as you cast this spell in darkness, you can ignore the material requirement.
- Defensive Roll
When you hit with an attack that would bring you below 0 hp, you take half damage instead. This does not use a reaction. You can use this once per short or long rest.
- Leave an Opening
Whenever you got critical hit with melee weapon that deals sneak attack damage, one ally may use their reaction to make a melee attack against this creature.
- Perfect Distraction
When you do the Hide action, you leave a decoy behind. The decoy acts as the spell Mislead, though you aren’t invisible, just hidden as normal. You can continue to concentrate to move your decoy, as with the spell, whether or not you remain hidden throughout the duration. Once you use Perfect Distraction, you need to take a short or long rest to set up another decoy before you can use it again.
- Shattering Defenses
Your offense exploits your enemy's fear. When you hit with a melee weapon against a frightened creature, all attacks until the start of your next turn has advantage. Once you use this Combat Skill, you can use it again until you complete a short or long rest.
18th Level Talents[edit]
- Elusive
You are so evasive that attackers rarely gain the upper hand against you. No attack roll has an advantage against you while you aren’t incapacitated.
- Eye of the Tiger
Your blind sense's range is increased by 30 ft. This can be taken multiple times.
- Rift to the Negative Plane
You open a small rift to the negative plane and watch the power flow from it. You can cast Negative Energy Flood at 5th level without spell slots. You can use this once per long rest.
If the targeted creature is in dim light or darkness, you may treat them as an undead for this spell.
- Soul Drain
You can drain the life force of your victims. You can cast Enervation at 5th level without spell slots. You can use this once per long rest.
As long as you are in dim light or darkness, the spell does not end if the effected creature has full cover.
- Shadow Stride
You can travel great distance through the shadow network. You can cast tree stride at 5th level without spell slots. When you use this spell, you replace all mention of the word of "tree" with "tree's shadow". You can use this once per long rest.
Shadow Archetypes[edit]
Shadow Warrior Cat has many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different Shadow Warrior Cat steers those talents in varying directions, embodied by the shadow archetypes. Your choice of the archetype is a reflection of your focus—not necessarily an indication of your chosen profession, but a description of your preferred techniques.
Masters of the Shadow [edit]
While Shadowclan often hunt during the night and attack from the shadows, some cats are talented at staying hidden in the shadows. They feel one with the shadow and the shadow is the extension of self.
- Night Vision
At the 3rd level, you no longer require light to see. Your ultra low light vision is replaced by Darkvision. If you already have Darkvision, you can see in magicalic and non-magical darkness.
- Naturally Stealthy
At the 3rd level, being in stealth is second nature to you. You can make a hide action as a reaction as long you are in dim light or darker.
- Lead the Scouting Party
At the 9th level, you learn how to guide others in being quiet and unseen. As long you are leading the party, all party members can use your stealth roll instead of their own roll for group stealth rolls. Creatures with a disadvantage to stealth subtract 5 to this ability.
- One with the Shadows
At the 13th level, you magically become almost one with the darkness. All creatures without true sight cannot see you in darkness.
Additionally, you gain resistance to necrotic damage.
- Misleading Shadows
At the 17th level, the shadows help you stay safe. While in darkness, as a reaction, you can make the shadows play on the senses of the attacker. For the remaining of that turn, all attacks against you have disadvantages and deal half damage.
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 9th 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 Starclan Twilight Sanctuary
As an action to create a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:
- You grant it temporary hit points equal to 1d6 plus this class' level.
- You end one effect on it causing it to be charmed or frightened.
- Magical Ambush
At the 13th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.
- Starclan Intervention
At the 17th 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 9th 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.
- Forget me
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, you become hidden to this creature only.
- Lights out
Whenever you get a hit a surprised creature with your weapon expertise, they make a consituion saving throw vs dc of 8 + your spell dc. On a fail, they are blinded until the start of their turn.
- Silent Caster
At the 13th level, you figure out to avoid discovery from your spells. When you cast spells while hidden, it does not reveal your location nor it breaks your hiding. Additionally, you can ignore any verbal components of your spells.
- Forest Boon
At the 17th 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 Assistance
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 9th 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.
- Healer's Poison
At the 13th level, you use poison trick the body to repel dangerous substances in the body by throwing up. As a bonus action, you can cast greater restoration on a friendly creature without any spellslots and one use of Vipper's Gift is the only spellcasting component. Afterwards, the creature is poisoned for 1 minute. At the start of their turn, they can make a constitution saving throw vs a dc of 15 to end it early.
This feature does not work on constructs, undead, or creatures immune to the poison condition.
Additionally, you can prepare one additional Vipper's Gift per refill (short or long rest).
- Improved Reverse Treatment
At the 17th level, you combine years of experience with your knowledge of herbs to create a better Vipper's Gift. You add your proficiency bonus to all poison damage dealing with Vipper's Gift.
HB or Official Rogue Subclass [edit]
You can use any HB (with the usual approval of GM) and official subclasses for rogues.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Shadow Warrior Cat class, you must meet these prerequisites: Dex 13
Proficiencies. When you multiclass into the Shadow Warrior Cats class, you gain the following proficiencies: Light armor, medium armor, shield, and simple weapons.
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