Sisterhood Cat (5e Class)

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Sisterhood Cat[edit]

"Our ancestors were kittypets, as you call them. All the Sisters are descended from den-bound cats. Our first Mothers were one family."

— Moonlight to Squirrelflight on the Sisters' ancestry in Squirrelflight's Hope, page 82

Welcome, my Sister[edit]

Creating a Sisterhood Cat[edit]

What drives your character to leave the sisters? Is it their dislike of toms (male)? Could it be that you have the desire to strike out your own adventure? Is it possible that you were driven away? Or just your poor sense of direction caused you to lose track of the group?

Your spiritual mentor plays a big impact on you. Think about their personality and possible backstory. What caused your mentor to die? Why did they choose you as their apprentice? How is your relationship with them? What do they look like?

Quick Build

You can make a Sisterhood Cat quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity or Constitution. Second, choose the Sisterhood background (Paw).

Class Features

As a Sisterhood Cat you gain the following class features.

Hit Points

Hit Dice: 1d8 per Sisterhood Cat level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Sisterhood Cat level after 1st

Proficiencies

Armor: Light Armor
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Intelligence and Wisdom
Skills: Choose two from Arcana (Twoleg), Deception, Insight, Intimidation, Persuasion, and Religion

Equipment

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

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • Two daggers

Table: The Sisterhood Cat

Level Proficiency
Bonus
Features Cantrips Known Spells Known Number of Spell Slots Spell Slot Level
1st +2 Ethereal Sight, Spirit Magic, Spirit Guide, Dancing Spirits 0 + Dancing Lights 1 1 1
2nd +2 Sisterhood 0 + Dancing Lights 1 1 1
3rd +2 Basic Herbalism, Basic First Aid 0 + Dancing Lights 1 2 1
4th +2 Ability Score Improvement 0 + Dancing Lights 2 2 1
5th +3 Spirit Warrior, Spirit Guide Improvement 0 + Dancing Lights 2 2 2
6th +3 Sisterhood Improvement 0 + Dancing Lights 2 2 2
7th +3 Walk with the Spirits, Basic First Aid Improvement (d6, 2 uses) 0 + Dancing Lights 3 2 2
8th +3 Ability Score Improvement 0 + Dancing Lights 3 2 2
9th +4 Spirit Guide Improvement 0 + Dancing Lights 3 2 3
10th +4 Sisterhood Improvement 1 + Dancing Lights 4 2 3
11th +4 Goodbye, Spirits, Ethereal Sight improvement 1 + Dancing Lights 4 2 3
12th +4 Ability Score Improvement 1 + Dancing Lights 4 2 3
13th +5 Spirit Guide Improvement, Basic First Aid Improvement (d8, 3 uses) 1 + Dancing Lights 5 2 4
14th +5 Sisterhood Improvement 2 + Dancing Lights 5 2 4
15th +5 Spirit Guide's Final Help 2 + Dancing Lights 5 2 4
16th +5 Ability Score Improvement 2 + Dancing Lights 6 2 4
17th +6 Spirit Guide Improvement, Basic First Aid Improvement (d10, 4 uses) 2 + Dancing Lights 6 2 5
18th +6 Sisterhood Improvement 2 + Dancing Lights 6 2 5
19th +6 Ability Score Improvement 2 + Dancing Lights 7 2 5
20th +6 Visit the Spirit World 2 + Dancing Lights 7 2 5

Ethereal Sight[edit]

At the 1st level, you can see and hear spirits in the ethereal plane. You have ethereal sight of 20 ft.

At the 11th level, your ethereal sight is doubled.

Spirit Magic[edit]

At the 1st level, one of your ancestors decide to guide you for the rest of your life and have given you the gift of magic. To observers, you don’t appear to be casting spells in a conventional way; you look as if you’re producing wonders using spirits or from yourself.

Cantrips

At the 1st level, you know only know dancing lights. At higher levels, you learn additional sisterhood cat cantrips of your choice, as shown in the Cantrips Known column of the Sisterhood Cat table.

Spell Slots

The sisterhood cat table shows how many spell slots you have to cast your sisterhood cat spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your sisterhood cat spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

Spells Known of 1st Level and Higher

At 1st level, you know one 1st-level spells of your choice from the Sisterhood Cat Spell List.

The Spells Known column of the Sisterhood Cat table shows when you learn more Sisterhood Cat spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach the 12th level, for example, you learn a new Sisterhood Cat spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the Sisterhood Cat spells you know and replace it with another spell from the Sisterhood Cat spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your sisterhood cat spells, since the power of your magic relies on your ability to understand your spirit guide. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a sisterhood cat spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Spellcasting Focus

You can use Spirit Guide as a spellcasting focus for your sisterhood cat spell as long you can see your Spirit Guides.

Spirit Guide[edit]

At the 1st level, one of your ancestors has decided to train you. Choose a Spirit Guide Characteristic that best matches the personality of your Spirit Guide. You gain new cantrips, spells, and features as you level up, depending on the Spirit Guide Characteristic. Your choice grants you features at 1st and again at 5th, 9th, 13th, and 17th levels.

Your Spirit Guide lives in the ethereal plane. Only creatures with ethereal sight can see and hear your Spirit Guide. While in the ethereal plane, the following is applied:

  • Spirit Guide cannot interact or be interacted with the material plane
  • Spirit Guide is immune to all damage except physic
  • When Spirit Guide's HP hits or goes below 0, they disappear to regenerate. After a short or long rest, Spirit Guide reappears near you.
Spirit Guide Stat
Undead Sister Warrior Cat
Armor Class: 12 + PB (natural armor)
Hit Points:PB
Speed: 30 ft., fly 10ft.
STR DEX CON INT WIS CHA
10 (0) 14 (+2) 1 (-5) 13 (+1) 16 (+3) 11 (+0)
Senses: Ultra-lowlight 30 ft., passive Perception 11
Languages: understands and speaks the languages you speak
Challenge: PB
Actions
Shred. Melee Weapon attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + PB damage.
GM note

It is up to the GM to do whatever you can control and/or role-play your spirit Guide or not.

Dancing Spirits[edit]

At the 1st level, your connection to spirits allows you to partially bring spirits to the material plane. When you cast dancing lights, instead of creating "torches, lanterns, or glowing orbs", it targets existing spirit(s) and makes them "sheds dim light in a 10-foot radius".

Additionally, you may replace "sheds dim light in a 10-foot radius" with:

  • The spirit(s) begins to make soft, incomprehensible whispering that can be heard up to 10 ft.
  • The spirit(s) chilling the air with 10 ft of the spirit by few degrees
  • The spirit(s) is visible to creatures without ethereal sight but still cannot be heard or interacted with

Sisterhood[edit]

At the 2nd level, you chose a Sisterhoods. Choose between Arcane Sisterhood, Guardian Sisterhood, Spiritual Sisterhood, Medical Sisterhood or War Sisterhood, all detailed at the end of the class description. Your choice grants you features at 2nd and again at 6th, 10th, 14th, and 18th levels.

Basic Herbalism[edit]

At the 3rd level, you learn about herbs from your Spirit Guide. You know memorized common plants that are good for treating wounds and cuts and you have the advantage to find them.

Basic First Aid[edit]

At the 3rd level, you can apply a quick first aid treatment from your small supply of healing herbs. As a bonus action, you can heal d4 + wisdom modifier to yourself or to a creature that you can touch. You can use this ability once per short or long rest.

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.

Combat Spirit[edit]

At the 5th level, Your spirit guide is not just your mentor, they can be your ally on the battlefield. If you can see your Spirit Guide, you can use an action to bring your Spirit Guide, to your current plane of existence, in the nearest unoccupied space.

While in this transparent but physical state, the following effects are applied:

  • Spirit guide loses all damage immunity
  • Spirit Guide can be interacted or be interacted with the material plane
  • When the spirit guide "dies" in a plane that is not ethereal (like a material plane), instead of "dying", the spirit guide instead returns to ethereal with full health.
  • You can use your action to make the spirit guide make a single weapon (move) attack as their reaction.

If the spirit guide is in combat, the spirit shares your initiative count, but it takes its turn immediately after yours. They can only move, use their reaction, take Dodge action, or Attack action on their own.

You take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Spirit Guide can take any action of its choice, not just Dodge and Attack. They are not compelled to follow your orders and have the option to refuse your order as they are free spirits.

Walk with the Spirits[edit]

At the 7th level, You can phase partially into the realm of the dead, becoming like a ghost. As an action, you assume a spectral form. While in this form;

  • You have a flying speed of 5 feet and you can hover.
  • Your attack rolls have disadvantages and attack rolls against you have disadvantages.
  • You can move through creatures and objects as if they were difficult terrain, but you take 2d10 force damage if you end your turn inside a creature or an object.
  • This does not improve your ethereal sight nor does this makes you invisible. You appear to be transparent.

You stay in this form for a total of 1 minute or until you end it as a bonus action. You cannot use this ability again until the end of short or long rest.

First Aid Impovement[edit]

At the 7th level, your guide spirit can help you treat wounded creatures. You can use your own bonus action to make your Spirit Guide to use Basic First Aid on themself or a creature that they can touch.

Additionally, your basic first aid becomes stronger at this level and future levels. The basic first aid's die is d6 and can be used two times per rest. At the 13th level, the basic first aid's die is d8 and can be used three times per rest. At the 17th level, basic first aid's die is d6 and can be used four times per rest

Goodbye, Spirits[edit]

At the 11th level, you can see spirits of the newly deceased hang around the location of death in the ethereal plane. When a Small or larger creature dies within your ethereal vision, a harmless spirit springs forth in the dead creature's space and hovers there for 1 minute. When a creature you can see enters that space, you can use your reaction to send your final goodbyes to the spirit there. When you do this, the spirit thanks you and either heal the creature or deal radiant damage to it. The healing or damage equals 2d8 + your Wisdom modifier.

You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Spirit Guide's Final Help[edit]

At the 15th level, the bond with your spirit guide can save you from death. When you are reduced to 0 hit points but not outright dead, you can cause the spirit to drop to 0 hit points. If this happens, you regain hit points equal to half of your maximum hit points and immediately rise to your feet. You can only use this ability if the spirit is within 120 feet of you and is in the ethereal plane.

Once you use this feature, you can't use it again until you finish a long rest.

Visit the Spirit World[edit]

At the 20th level, you become one of the most powerful Sisterhood Cat in existence. You can cast "etherealness" at will.

Spirit Guide Characteristic[edit]

Each Spirit Guide has its own characteristics and personality. Each one teaches their apprentice different skills and spells. Every Spirit Guide have their own way of fighting.

Rogue [edit]

A loner cat (usually a male cat) was kicked out by the sisters. They survived the harsh world by staying quiet and sticking with the shadows.

Additional Spells

At the 1st level, you learn new spells from your Spirit Guide. The spells and levels you learn them at are in the table below.

Rogue spell
Sisterhood Cat Levels Spells
1st shocking grasp cantrip and color spray
5th invisibility
9th hypnotic pattern
13th greater invisibility
17th mislead
Poison Shred

At the 1st level, the Spirit Guide becomes connected with one of the elements of the world. Shred has a damage type of poison.

You Don't See Me

At the 5th level, each creature within 5 feet of the spirit (other than you) when the Spirit Guide appears must succeed on a Constitution saving throw against your spell save DC or become blind and deafen until the start of your turn.

Protective [edit]

Once a loving parent, mate, or friend. They most likely died protecting the person that they love. They have a strong desire to protect the ones that they love.

Additional Spells

At the 1st level, you learn new spells from your Spirit Guide. The spells and levels you learn them at are in the table below.

Protective spell
Sisterhood Cat Levels Spells
1st blade ward cantrip and shield of faith
5th warding bond
9th protection from energy
13th death ward
17th mass healing word
Caring Person

At the 1st level, you gain proficiency in Medicine.

Acid Shred

At the 1st level, the Spirit Guide becomes connected with one of the elements of the world. Shred has a damage type of Acid.

Protective of Others

At the 5th level, as your reaction, you can switch Spirit Guide and a willing creature within 5 ft from the Spirit. If the creature is about to take damage, the Spirit Guide takes all the damage for the switched creature.

Once you use this ability, you cannot use it again until the end of short or long rest.

Brute [edit]

This cat was very strong in their prime. They are probably well known for their strength and great muscles.

Additional Spells

At the 1st level, you learn new spells from your Spirit Guide. The spells and levels you learn them at are in the table below.

Brute spell
Sisterhood Cat Levels Spells
1st divine favor
5th enhance ability
9th haste
13th guardian of faith
17th Skill Empowerment
Body Building

At the 1st level, you gain proficiency in Athletics.

Slashing Shred

At the 1st level, the Spirit Guide becomes connected with one of the elements of the world. Shred has a damage type of slashing.

Bulk Up

At the 5th level, as your bonus action, Spirit Guide makes one weapon (move) attack.

Additionally, your Spirit Guide learns one simple weapon (move). Spirit Guide gains 15 strengths.

Runner [edit]

This Spirit Guide enjoys the wind blowing in the face and stretching their legs as they do a morning run. While they are Sister Warrior Cats, they can almost keep up with Windclan Warrior Cats.

Additional Spells

At the 1st level, you learn new spells from your Spirit Guide. The spells and levels you learn them at are in the table below.

Runner spell
Sisterhood Cat Levels Spells
1st expeditious retreat
5th Spirit Step (the misty step)
9th Ashardalon’s Stride
13th freedom of movement
17th Far Step
Nimble Walker

At the 1st level, you gain proficiency in Acrobats.

Lightning Shred

At the 1st level, the Spirit Guide becomes connected with one of the elements of the world. Shred has a damage type of lightning.

Time to Run

At the 5th level, each friendly creature within 5 feet of the spirit when the Spirit Guide appears may use their reaction to move up to half of their speed. Movement done this way does not trigger an attack of opportunity.

Guardian [edit]

They are strong and dependable. They are the first to enter battle and last to fall down. They are as strong as the wall.

Additional Spells

At the 1st level, you learn new spells from your Spirit Guide. The spells and levels you learn them at are in the table below.

Guardian spell
Sisterhood Cat Levels Spells
1st blade ward cantrip and mage armor
5th barkskin
9th blink
13th stoneskin
17th antilife shell
Last Survivor

At the 1st level, you gain proficiency in Survival.

Bludgeoning Shred

At the 1st level, the Spirit Guide becomes connected with one of the elements of the world. Shred has a damage type of bludgeoning.

Stay Strong my Friends

At the 5th level, each friendly creature within 5 feet of the spirit when the Spirit Guide appears to gain +1 ac until the start of your next turn.

Leader [edit]

This cat in their past life was once a great leader or lead a great success in a battle. They are the ones to lead people into battle.

Additional Spells

At the 1st level, you learn new spells from your Spirit Guide. The spells and levels you learn them at are in the table below.

Leader spell
Sisterhood Cat Levels Spells
1st guidance cantrip and command
5th hold person
9th crusader’s mantle
13th motivational speech
17th dominate person
Cold Shred

At the 1st level, the Spirit Guide becomes connected with one of the elements of the world. Shred has a damage type of cold.

Returning Leader

At the 5th level, whenever a spirit guide appears, one friendly creature with 5ft of them, may use their reaction to make one weapon (move) attack.

Helpful [edit]

They are not known for much. They help the great leaders, warriors, and heroes in their lives. They enjoy helping people and always seem happy to lend a hand. They are the true heroes.

Additional Spells

At the 1st level, you learn new spells from your Spirit Guide. The spells and levels you learn them at are in the table below.

Helpful spell
Sisterhood Cat Levels Spells
1st guidance cantrip, resistance cantrip, and bless
5th aid
9th intellect fortress
13th stoneskin
17th circle of power
Lightning Shred

At the 1st level, the Spirit Guide becomes connected with one of the elements of the world. Shred has a damage type of lightning.

A Helping Hand

At the 5th level, at the price of your bonus action, your Spirit Guide uses the help action.

Cleanser [edit]

They are well known to cure illness or help ease a health problem. They are focused on removing corruption from this world.

Additional Spells

At the 1st level, you learn new spells from your Spirit Guide. The spells and levels you learn them at are in the table below.

Cleanser spell
Sisterhood Cat Levels Spells
1st purify food and drink
5th lesser restoration
9th dispel magic
13th aura of purity and remove curse
17th greater restoration and dispel evil and good
Searching for a Natural Purifier

At the 1st level, you gain proficiency in Nature skill.

Poison Shred

At the 1st level, the Spirit Guide becomes connected with one of the elements of the world. Shred has a damage type of poison.

Clear the Mind

At the 5th level, each friendly creature within 5 feet of the spirit when the Spirit Guide appears may remove one of these effects; charm, frighten, paralyzed, or stunned.

Healer [edit]

Some sisters become great healers. It is only natural for cats with healing magic to become great healers of their time. They enjoy treating and healing wounded cats.

Additional Spells

At the 1st level, you learn new spells from your Spirit Guide. The spells and levels you learn them at are in the table below.

Healer spell
Sisterhood Cat Levels Spells
1st spare the dying cantrip and healing word
5th prayer of healing
9th beacon of hope
13th aura of life
17th mass cure wounds
Poison Shred

At the 1st level, the Spirit Guide becomes connected with one of the elements of the world. Shred has a damage type of poison.

First Aid

At the 5th level, each friendly creature within 5 feet of the spirit when the Spirit Guide appears is healed 2d6. You can do this twice per short or long rest

Additionally, Spirit Guide can cast the spare the dying as your action.

Fighter [edit]

They are known to be great fighters of their time. They singe hand change the tide of battle. They are the ones that creates victory on the battlefield.

Additional Spells

At the 1st level, you learn new spells from your Spirit Guide. The spells and levels you learn them at are in the table below.

Fighter spell
Sisterhood Cat Levels Spells
1st divine favor
5th Magic Move
9th Elemental Weapon
13th Elemental Bane
17th Holy Weapon
Beginner Training

At the 1st level, you gain proficiency in two of the simple weapons (moves) of your choice.

Piercing Shred

At the 1st level, the Spirit Guide becomes connected with one of the elements of the world. Shred has damage type of Shred has damage type of piercing.

Private Training

At the 5th level, whenever the Spirit Guide appears, you can use your reaction to make the Spirit Guide make one weapon (move) attack.

Additionally, both you and the spirit gain proficiency in one martial weapon (move) of your choice.

Trickster [edit]

They are known for their bag of tricks. They can be great spies, betrayers, or strategists. They cause confusion and misdirection.

Additional Spells

At the 1st level, you learn new spells from your Spirit Guide. The spells and levels you learn them at are in the table below.

Trickster spell
Sisterhood Cat Levels Spells
1st minor illusion cantrip and disguise self
5th blur
9th alter self
13th feign death
17th mislead
Cold Shred

At the 1st level, the Spirit Guide becomes connected with one of the elements of the world. Shred has a damage type of cold.

Cold Lies

At the 5th level, each creature within 5 feet of the spirit (other than you) when the Spirit Guide appears must succeed on a Wisdom saving throw against your spell save DC or take 2d6 cold damage.

Trick Death

At 13th level, you can cast the feign death spell without any spell slots.

Fortune Teller [edit]

Some Sisters use the combination of past and magic to tell the future. They are cats can be known as great strategists or leaders. They are always looking out for signs to gain a peek into the future

Additional Spells

At the 1st level, you learn new spells from your Spirit Guide. The spells and levels you learn them at are in the table below.

Fortune Teller spell
Sisterhood Cat Levels Spells
1st Gift of Alacrity
5th fortune’s favor and augury
9th clairvoyance
13th divination
17th scrying
History Repeats Itself

At the 1st level, you gain proficiency in History.

Cold Shred

At the 1st level, the Spirit Guide becomes connected with one of the elements of the world. Shred has a damage type of cold.

The Future Looks Grim for You

At the 5th level, each creature within 5 feet of the spirit (other than you) when the Spirit Guide appears must succeed on a Wisdom saving throw against your spell save DC or they have a disadvantage to their next attack. This effect ends at the start of your turn.

Revenge [edit]

This cat is famous for completing their revenge or still seeking their revenge. They have burning anger against a creature or group.

Additional Spells

At the 1st level, you learn new spells from your Spirit Guide. The spells and levels you learn them at are in the table below.

Revenge spell
Sisterhood Cat Levels Spells
1st hellish rebuke
5th armor of Agathys
9th Blinding Smite
13th fire shield
17th [[Enervation (5e Spell)|Enervation}}
Burning Hot Anger

At the 1st level, you gain proficiency in Intimidation.

Fire Shred

At the 1st level, the Spirit Guide becomes connected with one of the elements of the world. Shred has a damage type of fire.

Last Blow

At the 5th level, each creature within 5 feet of the spirit (other than you) when the Spirit Guide disappears must succeed on a Dexterity saving throw against your spell save DC or take 2d6 fire damage.

Magical [edit]

This cat is focused on learning the magic of the Sisters. They spend most of their studying and improving their magic.

Additional Spells

At the 1st level, you learn new spells from your Spirit Guide. The spells and levels you learn them at are in the table below.

Magical spell
Sisterhood Cat Levels Spells
1st Magic Stone cantrip, shillelagh cantrip, and unseen servant
5th detect magic and detect poison and disease
9th counterspell and dispel magic
13th water breathing and feign death
17th arcane hand and telepathic bond
Ritual Caster

At the 1st level, you can cast a Sisterhood Cat spell as a ritual if that spell has the ritual tag

Necrotic Shred

At the 1st level, the Spirit Guide becomes connected with one of the elements of the world. Shred has a damage type of necrotic.

Magical Connection

At the 5th level, you can cast cantrips and spells through your Spirit Guide.

Horror [edit]

These sisters use spirits in the more... horrifying ways. They like to play pranks, scare cats, or pretend to be evil. Regardless, they use spirits to scare cats away

Additional Spells

At the 1st level, you learn new spells from your Spirit Guide. The spells and levels you learn them at are in the table below.

Horror spell
Sisterhood Cat Levels Spells
1st cause fear
5th wrathful smite
9th fear
13th phantasmal killer
17th awaken
Fear Me

At the 1st level, you gain proficiency in Intimidation

Cold Shred

At the 1st level, the Spirit Guide becomes connected with one of the elements of the world. Shred has a damage type of cold.

G-G-Ghost!

At the 5th level, each creature within 5 feet of the spirit (other than you) when the Spirit Guide appears must succeed on a Wisdom saving throw against your spell save DC or become frightened until the start of your turn or spirit guide disappears.

Custom (Optional) [edit]

The GM mat create a new Spirit Guide by following the template below

Additional Spells

At the 1st level, you learn new spells from your Spirit Guide. The spells and levels you learn them at are in the table below.

Custom spell
Sisterhood Cat Levels Spells
1st one cantrip and/or 1st level spell
5th one 1st or 2nd level spell
9th one 1st-3rd level spell
13th one 1-4th level spell
17th one 1-5th level spell
Addition Skill or Cantrip

At the 1st level, you either gain one cantrip or one skill proficiency.

(damage type) Shred

At the 1st level, the Spirit Guide becomes connected with one of the elements of the world. Shred has a damage type of (any damage type other than force and radiant).

Surprise!

At the 5th level, each creature within 5 feet of the spirit (other than you) when the Spirit Guide appears must succeed on a Dexterity saving throw against your spell save DC or take 2d6 (Shed damage type) damage.

Sisterhoods[edit]

Over time you become better at certain skills. You may get a second spirit guide for only role-playing purposes to teach you these skills. Some Sisterhood Cat teaches themselves their new skills.

Arcana Sisterhood [edit]

You have a great teacher in magic or naturally talented in magic. Regardless, you are an expert in the strange force called magic.

Fusion

At the 2nd level, your Spirit Guide teaches you to fuse your two spell slots together to create a single power spell slot. As a bonus action, you can expend both of your spell slots, granted by this class, to create one spell slot with the spell slot level equal to Arcana Sisterhood Cat level divided by 2 (rounded up) (max 9). This Fusion spell slot disappears after short or long rest.

You can use this feature once per long rest.

Advanced Learning

At the 2nd level, with special training from Spirit Guide, you learn higher-level spells that you would have not been able to learn. You learn one spell of your choice from Sisterhood Cat Spell List that is equal to or lower spell level than Sisterhood Cat level divided by 2 (rounded up) (max 9).

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

You can learn an extra spell at the 5th, 10th, 15th, and 20th levels.

Ritual Caster

At the 2nd level, you can cast a Sister Cat spell as a ritual if that spell has the ritual tag

Sorcerous Calling

At the 2nd level, your higher-level study into magic has granted a larger amount of spells to learn from. Whenever you learn a new/ replace a spell or cantrip, you may instead learn any evocation or transmutation from the sorcerer spell list.

Beginer's Metamagic

At the 6th level, your magic begins to twist and turn with greater ease. You learn one metamagic option from the sorcerer's class. You learn a new metamagic at the 10th and 18th levels.

You have sorcerery points equal to your Arcana Sisterhood levels divided by 3 (rounded up) to power your metamagic. Like a sorcerer, your sorcerery points refresh after long rest.

Cat-trip Master

At the 10th level, you learn one cantrip of your choice from the Sisterhood Cat Spell list. You gain a second cantrip at the 14th level.

Additionally, whenever you level up in Sisterhood Cat, you may change one of your cantrips.

Expanding Knowledge

At the 14th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose one spell from any class, including this one. This spell that you choose must be of a 4th level or lower. You learn that spell.

Additionally, you can cast this spell as a 4th level spell without spell slots. You can use this ability twice per long rest.

At the 18th level, it becomes a 5th level spell.

Spell Speciality

At the 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level Sisterhood Cat spell. You can cast this spell at their lowest level without expending a spell slot. If you want to cast either spell at a higher level, you must expend a spell slot as normal.

Guardian Sisterhood [edit]

Most combat-oriented sisterhood goes on the path of War Sisterhood. A few of Sisterhood choose to take a similar yet different path of Guardian Sisterhood. Instead of using weapons to maim others, they prefer to prevent the maiming of their friends. They desire to protect their loved ones

Defensive Training

At the 2nd level, you train to join your battle before even your Spirit guide could join the battle. You gain proficiency in medium armor, shield, and simple weapons.

Spirit Infused Health

At the 2nd level, your spirit start to protect you from harm. Your maximum hit points are increased by 2 and 1 more for every level in Guardian Sisterhood.

Unwavering Mark

At the 2nd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature.

While it is within 5 feet of you, a creature marked by you has a disadvantage on any attack roll that doesn’t target you.

In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have an advantage on the attack roll, and if it hits, the attack’s weapon deals extra damage to the target equal to half your fighter level.

Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

War Magic Calling

At the 2nd level, your training for defense has granted a larger amount of spells to learn from. Whenever you learn a new/ replace a spell or cantrip, you may instead learn any abjuration or enchantment from the cleric spell list.

Ulimimate Protection

At the 6th level, you complete your armor training. You gain proficiency in heavy armor.

Protect my Friends

At the 6th level, you are prepared to defend yourself and others. Choose one of the following options. You can’t take a Fighting Style option more than once, even if something in the game lets you choose again:

  • Defensive

While you are wearing armor, you gain a +1 bonus to AC.

  • Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

  • Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose a disadvantage on the attack roll. You must be wielding a shield.

  • Halt

If you hit a creature with an opportunity attack, the target’s speed is reduced to 0 until the end of the current turn.

Protective Spirit

At the 6th level, your Spirit Guide can help you protect your loved ones. Spirit Guide learn one of the Fighting Styles from Protect my Friends. This does not have to be the same choice as your Fighting Style.

Protection and Spirit

At the 10th level, you are learning a nice trick on how to defend and use magic at the same time. When you use your action to cast a cantrip, you can take dodge action as a bonus action.

You can use this ability up to your proficiency bonus per short or long rest

Defensive Magic

At the 10th level, you learn handy minor magic to protect your allies. You learn Blade Ward, resistance, and spare the dying.

Protection Magic

At the 14th level, you learn handy magic for protection. You learn aid, barkskin, blur, and warding bond.

Additionally, you can cast one of the spells above as a 2nd level spell without spell slots. You can use this ability up to your proficiency bonus until you need a long rest to replenish your energy.

Self Sacrifice

At the 18th level, you are willing to lose your life as long the person you love remains alive. As a reaction, you take all damage done to a creature within 5 ft of you. That creature takes no damage but still takes any effects of that attack.

Spirtual Sisterhood [edit]

You become more intuned with you Spirt Guide

Healthier Spirit Guide

At the 2nd level, Your Spirt Guide's constitution ability score is now 15 and hp is now 2 + your Wisdom modifier + 5 times your Sisterhood Cat level (the Spirt Guide has a number of Hit Dice [d8s] equal to your Sisterhood Cat level).

Nature Calling

At the 2nd level, your stronger connection with spirits and nature has granted a larger amount of spells to learn from. Whenever you learn a new/ replace a spell or cantrip, you may instead learn any conjuration or enchantment from the druid spell list.

Magical Spirit Guide

At the 6th level, you are able to link your magical energy with your guide spirit. You can cast spells through your spirit guide.

Muli-attack Spirit Guide

At the 10th level, your Spirit Guide become faster and stronger. The Spirit Guide can attack twice, instead of once, whenever they take the Attack action.

Primal Magic

At the 10th level, you are quite intuned with the wild side. You learn Primal Savagery and shillelagh cantrip.

Spirit Guide's Magic

At the 14th level, you learn magic used for buffing your Spirit Guide. You learn enhance ability, enlarge/reduce, and invisability.

Additionally, your Spirit Guide can cast one of the spells above as a 2nd level spell without spell slots. They can use this ability up to your proficiency bonus until you need a long rest to replenish thier energy.

Independent Spirit Guide

At the 18th level, your Spirit Guide gains its own initiative and has its own actions and bonus action. This makes Spirit Guide its own creature and no longer requires your command.

Medical Sisterhood [edit]

You become better at dealing with herbs and plants. You are the one who treats wounds and cures health problems.

Expertise Herbalism

At the 2nd level, You know what each and every local plan is and how they interact with cats.

During short or long rest, you can use the available herbs to treat conditions and wounds of cats. As long you have the right herbs and the condition effect is non-magical, you can treat the Wisdom modifier of conditions across any number of cats. Each treated cat makes a Constitution save + your wisdom modifier vs a DC given by the GM for each treated condition. On a pass, the condition is removed or it becomes weaker (like slowly treating a disease). The save is rolled with advantage if there is a Medicine Cat, any of Field Medic subclass, another Medical Sisterhood helping, or in a well-stocked location (like medicine cat's den).

Ancestors Calling

At the 2nd level, your ability to be in tune with healing and purifying has granted a larger amount of spells to learn from. Whenever you learn a new/ replace a spell or cantrip, you may instead learn any abjuration or transmutation from the cleric spell list.

Healing Food

At the 6th level, you can mix healing herbs into normal food to create healing food on the go. As an action and bits of healing herbs, you can turn a tiny edible item (it can be bird, mouse, leaf, or even other herbs) into Healing Food. When a cat eats Healing Food, they are healed 3d6 HP.

Healing Food loses its healing property at dawn. You use this ability once per long rest.

As an action, you can eat Healing Food or force it down another cat's throat. Any creature can use this action. Treat Healing Food as mini healing potions.

On the 12th level, you can use this ability twice per long rest. On the 18th level, you can use this ability three times per long rest.

Magically Infused Healing Food

At the 6th level, you can make magic into your Healing Food. Whenever you create Healing Food, you can cast any single target spell to infuse into it. When a creature consumes the Magically Infused Healing Food, the creature receives half the normal healing. The spell stored in the food targets the creature consuming the food. If the spell requires concentration, the eater maintains that concentration. Any spell attack or spell save dc is dependent on your spell attack or spell save dc.

Long Term Herbal Treatment

At the 10th level, you can use herbs or plants to patch up wounds on your wounded allies during a short rest. Any creatures who receive your treatment and regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d4 hit points. Roll this 1d4 dice with advantage if there is a medicine cat, any of Field Medic subclass, another Sisterhood Cat is helping, or in a well-stocked location (like medicine cat's den).

The extra hit points increase when you reach certain levels in this class: to 1d6 at the 15th level and 1d8 at the 18th level.

Magical Touch

At the 10th level, even you magic aims to heal others. You learn spare the dying cantrip.

Purifying Magic

At the 14th level, you learn purify food and drink, lesser restoration, protection from poison, dispel magic, aura of purity, remove curse, greater restoration, and dispel evil and good.

Additionally, you can cast one of the spells above as a 4th level spell without spell slots. You cannot cast a 5th level spell using this feature until the 18th level. You can use this ability twice per long rest.

At the 18th level, it becomes a 5th level spell.

Purifing Food

At the 18th level, your healing food is great to get rid of bad conditions and magic. Whenever a creature eats your Healing Food, they choose any number of magic effects, charm, frighten, poison, paralyzed, and stunned conditions. Those automatic end and dispelled.

War Sisterhood [edit]

War Sisterhood focuses on bringing traditional weapons with a mix of spiritual magic. Unlike most sisterhoods, the guardian does not hide behind their spirits. They rush into battle and join their spirit guide brethren.

Prepare for Battle

At the 2nd level, you train to join your battle before even your Spirit guide could join the battle. You gain proficiency in medium armor, shield, and simple weapons.

Ready for Fight

At the 2nd level, you are ready to fight for the people whom you love. You gain one Fighting Style from the blood hunter class. You can’t take a Fighting Style option more than once, even if something in the game lets you choose again.

Time to Create New Spirits

At the 2nd level, the spirits urge you to create new spirits from living creatures. Once per turn, you can deal an extra d4 physic damage to a weapon's normal damage.

At 10th level, you can use this ability to all of your attacks.

War Magic Calling

At the 2nd level, your training for combat has granted a larger amount of spells to learn from. Whenever you learn a new/ replace a spell or cantrip, you may instead learn any abjuration or evocation from the paladin spell list.

Final Preparation for Battle

At the 6th level, you complete your martial training. You gain proficiency in martial weapons.

Encouraging Spirit

At the 6th level, your Spirit Guide can encourage you to keep fighting. Spirit Guide can give up their attack action to allow you to make one weapon attack.

Battle Worn

At the 6th level, you experience many battles and it begins to show. Your maximum hit points are increased by 6 and 1 more for every level in War Sisterhood.

Might and Spirit

At the 10th level, you are much better at combining magic and weapon together. When you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

Weapon Magic

At the 10th level, it is time to infuse your weapon with magic. You learn Green Flame Blade or Booming Blade.

Enhance Weapon

At the 14th level, you focus on improving your weapon by using magic. You learn branding smite, flame blade, magic weapon, and Shadow Blade.

Additionally, you can cast one of the spells above as a 2nd level spell without spell slots. You can use this ability up to your proficiency bonus until you need a long rest to replenish your energy.

War Budy

At the 18th level, after a long time battling with your Spirit Guide, your spirit guide picks up a few tricks from you. Spirit Guide gain all features except Enhance Weapon from War Sisterhood.

Sisterhood Cat Spell List[edit]

These are the spells that are in the Sisterhood spell list. Spell levels higher than 5 must be learned through Advanced Learning from Arcane Sisterhood.

Cantrip

army of spirits, dancing lights, message, prestidigitation, true strike, spirit's hand

1st Level

absorb elements, catapult, cause fear, cure wounds, detect magic, dissonant whispers, heroism, mage armor, protection from evil and good

2nd Level

healing spirit, hold person, mind spike, phantasmal force, see invisibility

3rd Level

blink, counterspell, dispel magic, faithful cat, fear, sending, speak with dead, spirit guardians, spirit shroud

4th Level

death ward, guardian of faith, staggering smite

5th Level

dispel evil and good, dream, telekinesis

6th Level

true seeing

7th Level

etherealness

8th Level

antimagic field

9th level

astral projection, psychic scream

Multiclassing[edit]

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

Proficiencies. When you multiclass into the Sisterhood Cat class, you gain the following proficiencies: none

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