Sky Warrior Cat (5e Class)

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Sky Warrior Cat[edit]

<!-Introduction Leader->[edit]

Creating a Sky Warrior Cat[edit]


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 <!-elaborate on equipment choices->

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: Light, Medium and sheild
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
1st +2 Climber, Ki , Unarmored Defense - 1 30 ft
2nd +2 Marshal Arts, Impact d4 2 30 ft
3rd +2 Sky Archetype, Swaying like a Tree d4 3 30 ft
4th +2 Ability Score Improvement, Slow Fall d4 4 30 ft
5th +3 Extra attack, Stunning Strike d6 5 35 ft
6th +3 Ki-Empowered Strikes, Sky Archetype Improvement d6 6 35 ft
7th +3 Evasion, Tree Hopping d6 7 35 ft
8th +3 Ability Score Improvement d6 8 35 ft
9th +4 Climber Improvement d6 9 40 ft
10th +4 Sky Archetype Improvement d6 10 40 ft
11th +4 Aerial Takedown d8 11 40 ft
12th +4 Ability Score Improvement d8 12 40 ft
13th +5 Limber Landing d8 13 45 ft
14th +5 Sky Archetype Improvement d8 14 45 ft
15th +5 Diamond Soul d8 15 45 ft
16th +5 Ability Score Improvement d8 16 45 ft
17th +6 One with the Trees d10 17 50 ft
18th +6 Sky Archetype Improvement d10 18 50 ft
19th +6 Ability Score Improvement d10 19 50 ft
20th +6 Perfect Self d10 20 50 ft

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. 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 Defence[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.

Marshal Arts[edit]

At 2nd 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.

Impact[edit]

At 2nd 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 2d6 from fall damage and the creature below you takes 2d6 fall (bludgeoning) damage.

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

Sky Archetype[edit]

At 3rd level, you chose a sky archetype. Choose between Mercy, Drunken Master, Four Elements, Open Hand, Sun Soul, 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, 10th, 14th, and 18th levels.

Swaying like a Tree[edit]

Starting at 3rd level, you can move in sudden, swaying ways. You gain the following benefits.

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

Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.

Slow Fall[edit]

Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your Sky Warrior Cat level.

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.

Stunning Strikes[edit]

Starting at 5th level, you can interfere with the flow of ki in an opponent’s body. 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.

Ki-Empowered Strikes[edit]

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Tree Hopping[edit]

At 7th level, whenever you hop or move from one tree to another, you always succeed to get to the other tree without making any sound or any alarming movement as long it is under normal conditions and in jumping distance

Evasion[edit]

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Climber Improvement[edit]

At 9th level, you can climb up backward and you may climb up what is normally unclimbable vertical objects as long you do not end your turn on it.

Aerial Takedown[edit]

At 11th level, 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 Martial dice plus wisdom modifier of damage to creatures that are not touching anything solid (flying, hovering, floating, falling, etc). This does not apply to creatures that are swimming in water.

Limber Landing[edit]

At 13th level, you learn to tuck and roll as you hit the ground. Whenever you take fall damage, you do not get prone and do not provoke any attacks of opportunity until the end of your turn.

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.

One with the Trees[edit]

At 17th level, while in a tree and at least 60 ft above the ground, you have an advantage on Athletics, Acrobatics, Stealth, Perception, and Investigation rolls.

Perfect Self[edit]

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

Sky Archetype[edit]

You learn to use your Ki in new ways

Mercy [edit]

Mercy learns to manipulate the life force of others to bring aid to those in need. They are wandering physicians to the poor and hurt. However, to those beyond their help, they bring a swift end as an act of mercy.

Implements of Mercy[edit]

At the 3rd level, You gain proficiency in the Insight and Medicine skills.

Hand of Healing[edit]

At the 3rd 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 the use of this feature without spending a ki point for the healing.

Hand of Harm[edit]

At the 3rd level, You use your ki to inflict wounds. When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra necrotic damage equal to one roll of your Martial Arts die + your Wisdom modifier. You can use this feature only once per turn.

Physician’s Touch[edit]

At the 6th level, You can administer even greater cures with a touch, and if you feel it’s necessary, you can use your knowledge to cause harm.

When you use Hand 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.

When you use Hand of Harm on a creature, you can subject that creature to the poisoned condition until the end of your next turn.

Flurry of Healing and Harm[edit]

At the 10th level, you can now mete out a flurry of comfort and hurt. When you use Flurry of Blows, you can now replace each of the unarmed strikes with the use of your Hand of Healing, without spending ki points for the healing.

In addition, when you make an unarmed strike with Flurry of Blows, you can use Hand of Harm with that strike without spending the ki point for Hand of Harm. You can still use Hand of Harm only once per turn.

Acts of Mercy[edit]

At the 14th level, you feel empowered whenever you do an act of mercy. When you use Hand of Healing on a downed creature, you regain 1 ki point.

When you use Hand of Harm on a creature and the necrotic damage kills them, you regain 1 ki point.

Hand of Lesser Ultimate Mercy[edit]

At the 18th level, Your mastery of life energy opens the door to the ultimate mercy. As an action, you can touch the corpse of a creature that died within the past 1 minute and expend 5 ki points. The creature then returns to life, regaining a number of hit points equal to 4d10 + your Wisdom modifier. If the creature died while subject to any of the following conditions, it revives with them removed: blinded, deafened, paralyzed, poisoned, and stunned.

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

Drunken Master [edit]

Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. Drunken master sway, tottering on unsteady feet, to present what seems like an incompetent combatant who proves frustrating to engage. The drunken master’s erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats.

A drunken master often enjoys playing the fool to bring gladness to the despondent or to demonstrate humility to the arrogant, but when the battle is joined, the drunken master can be a maddening, masterful foe.

Bonus Proficiencies[edit]

At the 3rd level, your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. You gain proficiency in the Performance skill.

Deflect Missiles[edit]

At the 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your sky warrior cat level.

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a sky warrior cat weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.

Tipsy Sway[edit]

At the 6th level, you can move in sudden, swaying ways. You gain the following benefits:

Leap to Your Feet Improvement

When you’re prone, you can stand up without spending any movement, rather than by spending 5 feet of movement.

Redirect Attack

When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.

Drunkard’s Luck[edit]

At the 10th level, you always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have a disadvantage on the roll, you can spend 2 ki points to cancel the disadvantage for that roll.

Intoxication[edit]

At the 14th level, you begin to be harder to hit when you are under negative effects. Whenever you have a poison condition or are under a spell that causes you to attack with a disadvantage, all creatures have the disadvantage to hit you.

Additionally, you have resistance to poison damage and an advantage to saving throws against poison.

Intoxicated Frenzy[edit]

At the 18th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.

Four Elements [edit]

You are able to harness the elements. When you focus your ki, you can align yourself with the forces of creation and bend one of the four elements to your will, using them as an extension of your body.

Choose Your Element[edit]

At the 3rd level, you start your path into the elemental powers. Choose one elemental disciple:

Air Discipline

You learn Gust cantrip. At 10th level, you learn Thunderclap cantrip. You also learn extra spells in the table below

Air Disciple Spell List
Sky Warrior Cat Level Spell Learned
3 gust of wind, thunderwave
7 shatter, Warding Wind.
13 fly, wind wall
19 Storm Sphere, freedom of movement
Earth Discipline

You learn Shape Earth cantrip. At 10th level, you learn poison spray cantrip. You also learn extra spells in the table below

Earth Disciple Spell List
Sky Warrior Cat Level Spell Learned
3 Earth Tremor, ray of sickness
7 Earth Bind, spike growth
13 Erupting Earth, meld into stone
19 stoneskin, stone shape
Fire Discipline

You learn Control Flame cantrip. At 10th level, you learn fire bolt cantrip. You also learn extra spells in the table below

Fire Disciple Spell List
Sky Warrior Cat Level Spell Learned
3 burning hands, searing smite
7 Aganazzar’s Scorcher, flaming sphere
13 fireball, Melf's Minute Meteors
19 wall of fire, fire shield
Water Disciple

You learn Shape Water cantrip. At the 10th level, you learn (5e spell)|Frost Bite cantrip. You also learn extra spells in the table below

Water Disciple Spell List
Sky Warrior Cat Level Spell Learned
3 Frost Fingers, Ice Knife
7 Rime’s Binding Ice, Snilloc’s Snowball Swarm
13 hunger of hadar, Tidal Wave
19 control water, Watery Sphere

Casting Elemental Spells[edit]

At the 3rd level, some elemental disciplines allow you to cast spells. See the Spellcasting section for the general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you don’t need to provide material components for it. Instead of using spell slots to cast a spell, you expand ki points equal to the spell's level plus one.

Elemental Magic[edit]

At the 3rd level, you learn to redirect elemental damage back. Regardless of your elemental discipline, you learn the following spells:

Elemental Spell List
Sky Warrior Cat Level Spell learn
3 Absorb Elements
7 Dragon's Breath
13 Elemental Weapon
18 Elemental Bane

You can only use these on the damage type of your chosen element. Air discipline is thunder damage. Earth discipline is poison damage. Fire discipline is fire damage. Water discipline is cold damage.

Regenerating Elemental Discipline[edit]

At the 6th level, you learn to regain some of your ki back after expending an elemental disciple. When you roll a 20 on a d20 for an elemental disciple attack roll or an enemy roll a 1 on a d20 on saving throw against your elemental disciple, you regain 1 ki point.

You can use this ability once per turn.

Empowered Elemental Discipline[edit]

At the 6th level, you can spend additional ki points to increase the level of an elemental discipline spell that you cast, provided that the spell has an enhanced effect at a higher level, as burning hands does. The spell’s level increases by 1 for each additional ki point you spend. For example, if you are a 7th-level monk and cast burning hands, you can spend 3 ki points to cast it as a 2nd-level spell (the discipline’s base cost of 2 ki points plus 1).

The maximum number of ki points you can spend to cast a spell in this way (including its base ki point cost and any additional ki points you spend to increase its level) is determined by your Sky Warrior Cat level, as shown in the Spells and Ki Points table.

Spells and Ki Points
Sky Warrior Cat Levels Maximum Ki Points for a Spell
6th-12th 3
13th-18th 4
19th-20th 5

Meta-Elemental Discipline[edit]

At the 10th level, you gain the ability to twist your elemental discipline to suit your needs. You gain one of the following Metamagic options of your choice. You gain another one at the 18th level.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Careful Spell

When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 ki point and choose a number of those creatures up to your Wisdom modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Distant Spell

When you cast a spell that has a range of 5 feet or greater, you can spend 1 ki point to double the range of the spell.

When you cast a spell that has a range of touch, you can spend 1 ki point to make the range of the spell 30 feet.

Empowered Spell

When you roll damage for a spell, you can spend 1 ki point to reroll a number of the damage dice up to your Wisdom modifier (minimum of one). You must use the new rolls.

You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

Extended Spell

When you cast a spell that has a duration of 1 minute or longer, you can spend 1 ki point to double its duration, to a maximum duration of 24 hours.

Heightened Spell

When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 ki points to give one target of the spell disadvantage on its first saving throw made against the spell.

Quickened Spell

When you cast a spell that has a casting time of 1 action, you can spend 2 ki points to change the casting time to 1 bonus action for this casting.

Subtle Spell

When you cast a spell, you can spend 1 ki point to cast it without any somatic or verbal components.

Twinned Spell

When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of ki points equal to the spell’s level to target a second creature in range with the same spell (1 ki point if the spell is a cantrip).

To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.

Seeking Spell

If you make an attack roll for a spell and miss, you can spend 2 ki points to reroll the d20, and you must use the new roll.

You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.

Elemental Flurry[edit]

At the 14th level, you can use the leftover magical power to fuel your next attack. After using your action to use an elemental disciple, you can use your bonus action to make a flurry of blows without spending any ki points.

When you do this, the damage type of your flurry of blows changes depending on your element. Air discipline deals thunder damage. Earth discipline deals poison damage. Fire discipline deals fire damage. Water discipline deals cold damage.

Open Hand [edit]

Open Hand is the ultimate master of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm.

Open Hand Technique[edit]

At the 3rd level, you can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:

  • It must succeed on a Dexterity saving throw or be knocked prone.
  • It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
  • It can’t take reactions until the end of your next turn.

Wholeness of Body[edit]

At the 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your sky warrior cat level. You must finish a long rest before you can use this feature again.

Tranquility[edit]

At the 10th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus.

Self Enlightenment[edit]

At the 14th level, you feel at peace and others should too. As an action and 3 ki points, all creatures make a wisdom saving throw vs dc of 8 + your wisdom modifier + proficiency modifier. On a fail, they are charmed by you and no longer wish to fight. This effect lasts for 1 minute.

You can use this feature once per short or long rest.

Quivering Palm[edit]

At the 18th level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.

You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.

Sun Soul [edit]

Radiant Sun Bolt[edit]

At the 3rd level, you can hurl searing bolts of magical radiance.

You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action.

When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.

Searing Arc Strike[edit]

At the 6th level, you gain the ability to channel your ki into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 ki points to cast the burning hands to spell as a bonus action.

You can spend additional ki points to cast burning hands as a higher-level spell. Each additional ki point you spend increases the spell’s level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your sky warrior cat level.

Searing Sunburst[edit]

At the 10th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant.

Each creature in that 20-foot-radius sphere must succeed on a Constitution saving throw or take 2d6 radiant damage. A creature doesn’t need to make the save if the creature is behind total cover that is opaque.

You can increase the sphere’s damage by spending ki points. Each point you spend, to a maximum of 3, increases the damage by 2d6.

Improved Radiant Sun Bolt[edit]

At the 14th level, your mastery over light improves. Your radiant sun bolt's range is increased to 120 ft.

Additionally, you can make one radiant sun bolt attack as a bonus action

Sun Shield[edit]

At the 18th level, you become wreathed in a luminous, magical aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action.

If a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage to the creature. The radiant damage equals 5 + your Wisdom modifier.

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[edit]

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, this attack deals extra damage equal to your wisdom modifier.

Improved Impact[edit]

At the 10th level, you are used to transferring fall damage to your foe. When using impact, you transfer 3d6 instead of 2d6.

At later levels, the fall damage transfer increases. At the 14th level, it is 4d6 and at the 18th level, this becomes 5d6.

Light as the Clouds[edit]

At the 14th level, you become used to falling. As a reaction, you take half of the fall damage this turn. If using Impact this turn, you take no fall damage. The foe still takes the full transferred fall 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.

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

Spellcaster[edit]

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

Cantrips

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

Spell Slots

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

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

Spells Known of 1st Level and Higher

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

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

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

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

Spellcasting Ability

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[edit]

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

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

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

Refreshed Sleep[edit]

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

Encouraging Words[edit]

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

This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a short or long rest.

Smite Evil[edit]

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

Celestal Agility[edit]

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

Protection of Starclan[edit]

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

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

The Little Things Matter[edit]

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

Dark Forest Trainee [edit]

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

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

Pact Magic[edit]

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

Cantrips

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

Spell Slots

The Dark Forest Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

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

Spells Known of 1st Level and Higher

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

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

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

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

Spellcasting Ability

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

Blast[edit]

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

Agonizing

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

Come Closer

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

Far Reaching

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

Sapping

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

Stay Away

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

Transforming (Skyclan Speciality)

At will, you can permanently change the damage type of your eldritch blast. This allows each of your eldritch blasts to be a different damage type. If the damage type is force or fire, that creature is pushed back 5 ft and cannot make any attack of opportunity until the start of their turn.

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

Harsh Training[edit]

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

Weapon Expertise[edit]

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

Aim for the weak point

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

Break the legs

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

Cut the arteries

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

Tree Fighting

Your weapon expertise grains reach property if it is a melee weapon or increased 15/45 ft to the range of a ranged attack.

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

Dark Smite[edit]

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

Might and Magic[edit]

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

Dark Forest's Secrete Technique[edit]

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

Master of the blade[edit]

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

Field Medic [edit]

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

Snag'em[edit]

At the 3rd level, Snag'em is a special mixture of healing herbs wrapped in a snag weed. Snag'em is a great universal bandage for all wounds. It naturally stops bleeding and speeds up healing. If a large amount of Snag'em dries up, it makes a weak sling to keep the broken bones from moving. Snag'em is a key to a successful field medic.

A field medic can stick up to two times your proficiency bonus of Snag'ems to their fur. As a bonus action, you can remove Snag'em from your fur and apply it to a creature. They heal 2d6 plus your field medic level worth of hit points. That creature can't regain hit points in this way again until they finish a short or long rest.

Additionally, you can use Snag'em to heal d4 hit points when the creature is at 0 hit points. This feature can be used for an unlimited amount as long as you have Snag'em.

You can replenish your supply of Snag'em at any medicine cat's den or any location that store enough herbs to create Snag'em. Do note that most locations require a minimum of one hour to replenish the supply of Snag'em.

Basic Herbal Knowledge[edit]

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

Healer's Assisance[edit]

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[edit]

At the 6th level, plants can be not just for healing, but also for killing. You have a proficiency bonus of Vipper's Gift. You can stick them to your fur and replenish your supply just like Snag'em.

As a bonus action, you can apply Vipper's Gift to a weapon or piece of ammunition. The poison retains its potency for 1 minute or until you hit with that weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature makes a Constitution saving throw vs DC of 8 your proficiency modifier + your Wisdom modifier. On a fail, they take 2d8 poison damage and become poisoned until the end of your next turn. On a success, it deals half damage.

Diagnosis[edit]

At the 6th level, you hone your senses to better help others. You can see all creature's current hit points, maximum hit points, and any non-magical status effects.

Healer's Friend[edit]

At the 10th level, you help anyone complete their healing. As a reaction, you can reroll a 1 on any healing rolls that target a creature within 30 ft of you.

Better than Being Dead[edit]

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

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

Improved Snag'em[edit]

At the 18th level, you combine years of experience with your knowledge of herbs to create a better Snag'em. You add your proficiency bonus to all healing done with Snag'em.

Custom Subclass (Optional) [edit]

The GM may make a new subclass on the following template:

3rd Level Subclass Monk[edit]

At the 3rd level, choose 3rd Level Subclass Monk feature

6th Level Subclass Monk[edit]

At the 6th level, choose 6th Level Subclass Monk feature

11th Level Subclass Monk[edit]

At the 10th level, choose 11th Level Subclass Monk feature

Create Your Own Feature[edit]

At the 14th level, create your own feature

17th Level Subclass Monk[edit]

At the 18th level, choose 17th Level Subclass Monk feature

Multiclassing[edit]

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