Sky Warrior Cat (5e Class)

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Sky Warrior Cat[edit]

"...SkyClan will survive, without the help of ThunderClan. We are strong, skillful, and more honorable than any of the five Clans of the forest. Trust me, warriors. The Twolegs will not destroy our home." — Cloudstar in Cloudstar's Journey, chapter 5

What is a Sky Warrior Cat?[edit]

In this world, animals, like cats, are as smart as humans. Sky Warrior Cats are the adult cats from Skyclan, one of the five or four clans that live next to each other. Sky Warriors specialize in tree combat and falling from trees. Sky warriors use the ample amount of trees for hunting and combat. While all the clans can climb trees, only sky warriors can fight in them effectively. Sky warrior use their great jumping skill and climbing skills to hunt down birds.

Creating a Sky Warrior Cat[edit]

Do you enjoy climbing? Do you like to jump? What is so fun about being up a tree? Have you ever got stuck in the tree? Have you ever fall out of a tree? Do you prefer stalking birds in the tree or jumping down to a mouse?


Quick Build

You can make a Sky Warrior Cat quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution. Second, choose the Warrior background. Third, choose shortsword and explorer's pack

Class Features

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

Hit Points

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

Proficiencies

Armor: none
Weapons: Simple weapons
Tools: none
Saving Throws: Strength, Wisdom
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth

Equipment

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

  • (a) shortsword or (b) any simple weapon
  • (a) dungeoneer’s pack or (b) explorer’s pack
  • 10 darts

Table: The Sky Warrior Cat

Level Proficiency
Bonus
Features Martial Arts Ki Points Climbing Speed Talents Known
1st +2 Climber, Ki , Unarmored Defense - 1 30 ft -
2nd +2 Sky Talent d4 2 30 ft 1
3rd +2 Sky Archetype, Marshal Arts d4 3 30 ft 1
4th +2 Ability Score Improvement, Impact d4 4 30 ft 1
5th +3 Extra attack d6 5 35 ft 2
6th +3 Sky Archetype Improvement d6 6 35 ft 2
7th +3 Squirrel Trick, Tree Hopping d6 7 35 ft 2
8th +3 Ability Score Improvement d6 8 35 ft 2
9th +4 High Jumper d6 9 40 ft 2
10th +4 d6 10 40 ft 3
11th +4 Sky Archetype Improvement d8 11 40 ft 3
12th +4 Ability Score Improvement d8 12 40 ft 3
13th +5 High Ground d8 13 45 ft 3
14th +5 d8 14 45 ft 4
15th +5 Diamond Soul d8 15 45 ft 4
16th +5 Ability Score Improvement d8 16 45 ft 4
17th +6 Sky Archetype Improvement d10 17 50 ft 4
18th +6 d10 18 50 ft 5
19th +6 Ability Score Improvement d10 19 50 ft 5
20th +6 Perfect Self d10 20 50 ft 5

Climber[edit]

At 1st level, you are trained in climbing up trees. Your climbing speed is 30 ft regardless of your normal base walking speed. If you already have climbing speed, increase it by 30 ft. Your climbing speed increases as your Sky Warrior Cat level increases according to the climbing speed in Sky Warrior Cat's table.

Ki[edit]

Starting at 1st level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your Sky Warrior Cat level determines the number of points you have, as shown in the Ki Points column of the Sky Warrior Cat table.

You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.

When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

Flurry of Blows

Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.

Patient Defense

You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

Step of the Wind

You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Unarmored Defense[edit]

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Sky Talent[edit]

At 2nd level, each Sky Warrior learn and talented in different things. Sky talents is the features and abilities you learn from other sky warriors. You gain one sky talents of your choice. When you gain certain sky warrior levels, you gain additional talent of your choice, as shown in the Talents Known column of the Sky Warrior table. A level prerequisite refers to your level in this class.

Some sky talents use a DC or a spell saving DC. The DC for these talents are 8 + your wisdom 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.

Marshal Arts[edit]

At 3rd level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and Sky Warrior Cat weapons, which are shortswords and any simple melee weapons that don’t have two-handed or heavy properties.

You gain the following benefits while you are unarmed or wielding only Skyclan weapons and you aren’t wearing armor or wielding a shield:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
  • You can roll a d4 in place of the normal damage of your unarmed strike or Sky Warrior Cat weapon. This die changes as you gain Sky Warrior Cat levels, as shown in the Martial Arts column of the Sky Warrior Cat table.
  • When you use the Attack action with an unarmed strike or a Skyclan weapon on your turn, you can make one unarmed strike as a bonus action.

For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.

Sky Archetype[edit]

At 3rd level, you chose a sky archetype. Choose between Sky Fall, 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, 11th, and 17th levels.

Impact[edit]

At 4th level, you can convert some or all fall damage to a creature below you. Whenever you are about to take fall damage and there is a creature below you, that creature makes a disadvantage dexterity saving throw vs 8 + your proficiency bonus + your Wisdom modifier. On a failed save, you may spend ki points to transfer some of the fall damage to the creature below you. For each ki point, you remove 3d6 from fall damage and the creature below you takes 3d6 fall (bludgeoning) damage.

If you only can remove 2d6 or 1d6 from fall damage, then the creature only takes 2d6 or 1d6 respectively fall damage. You may use this ability to completely negate fall damage.

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.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Tree Hopping[edit]

At 7th level, long periods of tree hopping make you a perfect tree hopper. You always succeed to jump from one branch to another as long as it is close enough for you to jump to. Additionally, hopping from one tree to the next does not generate sound or shake the branch, making it as stealthy as walking.

Squirrel Tricks[edit]

At 7th level, you learn a new trick to show off your ability to use trees. Choose one below:

  • Sky Crusher: You increase the amount of fall damage transferred by 1d6 when using Impact. Additionally, it is always non-lethal magical bludgeoning damage.
  • Flip-Over: When you use Impact and the creature fails the saving throw, they are prone. If they are already prone, they become restrained.
  • Kick: When you land from a fall, you can push yourself 10 ft.
  • Branch Swing: You have reach when you are attacking below yourself
  • Trunk Spring: When you fall next to a wall or tree, you can push yourself off the wall or tree and move 15 ft away

High Jumper[edit]

At 9th level, after all of this climbing, your legs become very strong and great for jumping. You can jump as high as your climbing speed. Effects like dashing and grappled can effect the height of your jump.

High Ground[edit]

At 13th level, you feel more brave in yourself while in a tree. You add 1d6 to all wisdom, Wisdom, and wisdom based skills when you are on a branch or on a structure.

Diamond Soul[edit]

Beginning at 15th level, your mastery of ki grants you proficiency in all saving throws.

Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.

Perfect Self[edit]

At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.

Sky Talents[edit]

Energized by Ki

When you use you Ki, you gain some minor abilities. If you spend 1 ki point or more on your turn, you gain the benefits below until the end of this turn.

  • Leap to Your Feet: When you’re prone, you can stand up by spending 5 feet of movement, rather than half your speed.
  • Hit and Run: If you hurt a creature this turn, you gain the benefit of the Disengage action.
  • Ki-fueled Strike: As a bonus action, you can make one attack with an unarmed strike or a monk weapon.
Soft Landing

Beginning at 4th level, you can land on a "soft" "object" to reduce your fall damage. Whenever you are about to take fall damage and there is a creature below you, that creature makes a disadvantage dexterity saving throw vs 8 + your proficiency bonus + your Wisdom modifier. On a failed save, you can use your reaction to reduce any falling damage you take by an amount equal to four times your Sky Warrior Cat level. The creature below you takes fall (bludgeoning) damage equal to two times your Sky Warrior Cat level.

On a successful save or if there is no creature below you, you can use your reaction to reduce any falling damage you take by an amount equal to two times your Sky Warrior Cat level.

If you use Impact with this feature, you must declare it before any saving throws. The effected creature makes one saving throw for both features.

Lunge

Extending your body to its limits, you attack an enemy that would normally be beyond your reach. Once per turn, one of your weapon attacks on your turn has reach property.

5th level[edit]

Ki Expanded

You unlocked a major blockage in your Ki and gain many new ways to use your Ki. You gain the following

  • Focused Aim: when you miss with an attack roll, you can spend 1 to 3 ki points to increase your attack roll by 2 for each of these ki points you spend, potentially turning the miss into a hit.
  • Quicken Healing: as an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus.
  • Stunning Strike: When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

Additionally, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Beginner's Spellcasting

You start your journey into magic. You learn two 1st level spell that must be a divination or an enchantment spell from the sorcerer, warlock, or wizard spell list. You can cast it by spending 2 ki points. It it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.

At 10th level, you learn a 2nd level spell and cast it with 3 ki points. At 18th level, you learn a 3rd level spell and cast it with 4 ki points. These spells must be a divination or an enchantment spell from the sorcerer, warlock, or wizard spell list.

10th level[edit]

Aerial Takedown

You become great at targeting the wings. Whenever you deal damage to a creature, that creature has a flying speed of 0 until the start of your next turn.

Additionally, you deal extra two rolls of your Martial dice of damage to creatures that are not touching anything solid (flying, hovering, floating, falling, etc). This does not apply to creatures that are swimming.

Bend Luck

You have the ability to twist fate using your ki. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 ki points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature’s roll. You can do so after the creature rolls but before any effects of the roll occur.

Bastion of Law

You can use your ki to protect others. As an action, you can expend 1 to 5 ki points to create a magical ward around yourself or another creature you can see within 30 feet of you.

The ward lasts until you finish a short or long rest or until you use this feature again. The ward is represented by a number of d8s equal to the number of ki points spent to create it. When the warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice.

14th level[edit]

Up and Away

You can bring your friends into the safety of the trees. When you use High Jumper, you can bring a willing creature within 5 ft with you with no need checks or penalties.

Glide

You can glide through the wind. As a reaction and 2 ki points you begin to glide. For every 5 ft you move, you fall 15 ft. If you end your turn without moving or have 0 movement speed, you safely fall 60 ft.

18th level[edit]

Draconic Presence

You can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 ki points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.

One with the Trees

While in a tree and at least 30 ft above the ground, you have an advantage on Athletics, Acrobatics, Stealth, Perception, and Investigation rolls.

Umbral Form

You can spend 6 ki points as a bonus action to magically transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object.

You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.

Sky Archetype[edit]

You learn to use your Ki in new ways

Sky Fall [edit]

Skyclan is famous for dive-bombing on top of their enemies. Some Skyclan cats take that to a new level.

Sky Bombing

At the 3rd level, your impactive landing on a foe leaves them temporarily distracted. After using impact, your next attack this turn have advantage.

At the 6th level, your next attack has advantage and deals extra damage equal to your wisdom modifier.

Light as the Clouds

At the 14th level, you become used to falling. As a reaction, you take half from fall damage this turn.

Improved Impact

At the 14th level, you are used to transferring fall damage to your foe. When using impact, you transfer 5d6 instead of 3d6.

At the 17th level, this becomes 8d6.

Leaf Fall [edit]

Sky warrior cats belong in the trees, not on the ground. You train yourself to spend the least amount of time on the ground.

Leaf Bombing

At the 3rd level, your impactive landing on a foe leaves them temporarily stunned. After using impact that creature cannot make any attack of opportunity against you until the end of this turn.

At 6th level, this feature prevents any creature from making any attack of opportunity against you until the end of this turn.

Just like a Tree and...

At the 3rd level, you avoid attacks by moving unexpected ways. When you are climbing or jumping (including the start of the jump), creatures has disadvantage to any attack of opportunity against you.

Fall like a Leaf

At the 6th level, you use magic to fall like a leaf. You can cast feather fall on yourself by spending 1 ki point. When you cast this spell this way, you fall at a rate of 5 ft per turn. Additionally, while this spell is in effect, any kind wind can push you as if you were a leaf.

Slow Fall Meditation

At the 15th level, while you are fall, you feel natural calmness. While in the air, you cannot become charmed nor frightened. Additionally, you can use your action to end on going effects of charmed or frightened while in the air.

Leaf on the Wall

At the 17th level, you are near impossible to detect when you are falling. You can cast invisibility as a bonus action by spending 4 ki points. When you cast it this wat, your invisibility ends prematurely when you touch the ground.

Starclan's Chosen [edit]

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


Starclan's Chosen Spellcasting Table
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

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

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 wisdom modifier (minimum of 1 hit point). A creature can receive this healing only once whenever you take this action.

  • Channel Starclan Peerless Athlete

As a bonus action, you can use your Channel Divinity to augment your athleticism. For the next 10 minutes, you have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks and the distance of your long and high jumps increases by 10 feet (this extra distance does not costs movement).

Conduent between the Twp Worlds

At the 14th level, you can convert easily magic and ki. You can convert between ki and magic points at a 1 to 1 ratio.

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.

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

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

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 wisdom modifier instead of your strength or dexerity modifier. Additionally, you deal an extra equal to your training dice plus your wisdom 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.

  • Get out of my tree!

Once per turn when you hit a creature with your weapon expertise, you can expend one spell slot to deal necrotic damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. After dealing damage, they loose the ability to climb and jump until the end of your next turn.

  • Tree Fighting

Your weapon expertise gains the reach property if it is a melee weapon or its throwing range is increased by 15/45 ft if it has a throwing property.

Horrifying Drop

At the 14th level, you are frightening when you fall out of no where. If you are hidden and use Impact, you can spend an additional 1 ki point to force all creatures within 30 ft of you to make a wisdom saving throw vs your spell dc. On a failure, they are frighten of you until the end of your next turn.

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.

Hands of Healing

At the 9th level, your mystical touch can mend wounds. As an action, you can spend 1 ki point to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier.

When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending a ki point for the healing

Physician's Touch

At the 9th level, you can administer even greater cures with a touch. When you use Hands of Healing on a creature, you can also end one disease or one of the following conditions affecting the creature: blinded, deafened, paralyzed, poisoned, or stunned.

Physician's Snag'em

At the 13th level, you use your knowledge of snag'em and your experience as a physician to create a better snag'em. When you use hands of healing, you can spend one use of Snag'em to heal an extra 2d6 hit points.

Improved Healing

At the 17th level, you combine years of experience to better heal others. You add your proficiency bonus to all healing done with Snag'em and Hands of Healing.

HB or Official Monk Subclass [edit]

You can use any HB (with the usual approval of GM) and official subclasses for monk.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Sky Warrior Cat class, you must meet these prerequisites: dex 13 or str 13 and wis 13

Proficiencies. When you multiclass into the Sky Warrior Cat class, you gain the following proficiencies: light armor, medium armor, and shield

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