The Kin Cat (5e Class)

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The Kin Cat[edit]

What is Kin Cat?[edit]

Creating a Kin Cat[edit]

Quick Build

You can make a Kin Cat quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution. Second, choose the Feral background. Third, choose <!-elaborate on equipment choices->

Class Features

As a Kin Cat you gain the following class features.

Hit Points

Hit Dice: 1d10 per Kin Cat level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Kin Cat level after 1st

Proficiencies

Armor: light and medium armor
Weapons: Simple and Martial Weapons
Tools: none
Saving Throws: Dexterity, Intelligence
Skills: Choose three from Athletics, Acrobatics, Arcana (Twoleg), History, Insight, Investigation, Religion, and Survival

Equipment

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

  • (a) a martial weapon or (b) two simple weapons
  • (a) a light crossbow and 20 bolts or (b) hand crossbow and 20 bolts
  • (a) studded leather armor or (b) scale mail armor
  • explorer’s pack

Table: The Kin Cat

Level Proficiency
Bonus
Features Sneak Attack Neurocraft Die Talents Known
1st +2 Sneak Attack, Emerald Rite 1d6 d4 -
2nd +2 Fighting Style, Mind Maledict 1d6 d4 -
3rd +2 Strange Order 2d6 d4 -
4th +2 Ability Score Improvement 2d6 d4 -
5th +3 Debilitation 3d6 d6 -
6th +3 Kin Talent 3d6 d6 1
7th +3 Strange Order Improvement 4d6 d6 1
8th +3 Ability Score Improvement 4d6 d6 1
9th +4 Steady Aim, Mind Maledict (2 uses) 5d6 d8 1
10th +4 Debilitation (3) 5d6 d8 2
11th +4 Strange Order Improvement 6d6 d8 2
12th +4 Ability Score Improvement 6d6 d8 2
13th +5 Harden Soul, Mind Maledict (3 uses) 7d6 d10 2
14th +5 Debilitation (4) 7d6 d10 3
15th +5 Strange Order Improvement 8d6 d10 3
16th +5 Ability Score Improvement 8d6 d10 3
17th +6 Debilitation (5) 9d6 d12 4
18th +6 Strange Order Improvement 9d6 d12 4
19th +6 Ability Score Improvement 10d6 d12 4
20th +6 Sanguine Mastery 10d6 d12 4

Sneak Attack[edit]

Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have an advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have a disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Kin Cat table.

Emerald Rite[edit]

At 1st level, you create an unending poison with your mind. As a bonus action, you can activate Emerald rite you know on one weapon you’re holding. The effect of the rite lasts until you finish a short or long rest. When you activate a rite, you take physic damage equal to one roll of your neurocraft die. This damage can’t be reduced in any way.

While the rite is in effect, attacks you make with this weapon are magical, and deal extra poison damage equal to your neurocraft die. A weapon can hold only one active rite at a time. Other creatures can’t gain the benefit of your rite.

Fighting Style[edit]

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on non-rite damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Mind Maledict[edit]

At 2nd level, you gain the ability to channel—or sometimes sacrifice—a part of your vital essence to curse and manipulate creatures through neurocraft magic. You know one Blood Curse of your choice from blood hunter. You learn one additional blood curse of your choice at 6th, 10th, 14th, and 18th level. Each time you learn a new blood curse, you can also choose one of the blood curses you know and replace it with another blood curse.

Each time you use your Mind Maledict feature, you choose which curse to invoke from the curses you know. While invoking a blood curse, but before it affects the target, you can choose to amplify the curse by taking physic damage equal to one roll of your neurocraft die. This damage can’t be reduced in any way. An amplified curse gains an additional effect, noted in the curse’s description. Creatures that do not have brain are immune to blood curses unless you have amplified the curse.

Once you use this feature, you must finish a short or long rest before you can use it again. You can use Mind Maledict twice between rests starting at 9th level, and three times starting at 13th level.

Strange Order[edit]

At 3rd level, you chose a Strange Orders. Choose between Strange Thunder, both detailed at the end of the class description. Your choice grants you features at 3rd and again at 7th, 11th, 15th, and 18th levels.

Ability Score Improvement[edit]

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.

Debilitation[edit]

At 5th level, your attacks can hinder your foes, as well as harm them.

Debilitations

You learn two debilitations, which are listed below. If a debilitation has prerequisites, you must meet them to learn it. You learn another debilitation at 10th, 14th, and 17th level. When you gain a level in this class, you can replace a debilitation you know with another that you could learn at that level.

Using Debilitations

When you use your Sneak Attack feature against a creature, you can expend one or more of your Sneak Attack dice, removing it from the damage, to apply a debilitation. You must expend Sneak Attack dice in this way before you roll the extra damage, and you can only use one debilitation per attack.

Saving Throws

Some of your debilitations require a saving throw. The DC for this saving throw is calculated as follows:

Debilitation Save DC = 8 + your proficiency bonus + your Charisma modifier.

Debilitations List
  • Deny Reaction

You can expend 1 Sneak Attack die to prevent the target from reacting quickly The target must make a Constitution saving throw or be unable to take reactions until the end of your next turn.

  • Hamstring

You can expend 1 Sneak Attack die to hamper the target's movement, reducing its walking speed by 10 feet until the start of your next turn.

  • Silencing Strike

You can expend 1 Sneak Attack die to strike at the target's vocal cords or similar parts. The target must make a Constitution saving throw or be unable to speak or supply the vocal components of spells until the start of your next turn.

  • Sweep the leg

You can expend 1 Sneak Attack die to trip the target over. The target must make a Dexterity saving throw or fall prone.

  • Bleed Out

Prerequisite: 10th level

You can expend 2 Sneak Attack dice to open a wound on the target. The target takes 2d6 necrotic damage at the start of each of its turns. Regaining any number of hit points ends the effects of the wound, as does using an action to staunch the wound with a successful Wisdom (Medicine) check against your debilitation save DC.

  • Pin

Prerequisite: 10th level

You can expend 2 Sneak Attack dice to attempt to grapple the target. You can make a Dexterity (Acrobatics) check in place of a Strength (Athletics) check for this grapple.

  • Concuss

Prerequisite: 14th level

You can expend 3 Sneak Attack dice to disorient the target with a well-placed blow. The target must make a Wisdom saving throw or choose whether it gets a move, an action or a bonus action on its next turn; it only gets one of the three.

  • Dazing Blow

Prerequisite: 14th level

You can expend 3 Sneak Attack dice to knock the target off balance. Whenever the target makes an attack roll or saving throw before the start of your next turn, it must roll a d4 and subtract the number rolled from the result.

  • Dispelling Strike

Prerequisite: 14th level

You can expend 3 Sneak Attack dice to subject the target to the effects of the dispel magic spell, treating your spellcasting ability as Charisma.

  • Staggering Strike

Prerequisite: 17th level

You can expend 4 Sneak Attack dice to deliver a dazzling blow. The target must make a Constitution saving throw or be staggered until the end of its next turn. A staggered creature has disadvantage on attack rolls and ability checks, and can't take reactions.

  • Stay Down

Prerequisite: 17th level

You can expend 4 Sneak Attack dice to force the target to make a Strength saving throw. On a failure, the target is knocked prone, and standing up costs an action rather than half its movement on its next turn.

Kin Talent[edit]

At 6th level, each Kin Cat learn and talented in different things. Kin talents is the features and abilities you learn from other Kin Cat. You gain one Kin talents of your choice. When you gain certain Kin Cat levels, you gain additional talent of your choice, as shown in the Talents Known column of the Kin Cat table. A level prerequisite refers to your level in this class.

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

Steady Aim[edit]

At 9th level, as a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Harden Soul[edit]

At 13th level, you have advantage on saving throws against being charmed and frightened.

Sanguine Mastery[edit]

At 20th level, your mastery of blood magic reaches its height, mitigating your sacrifice and empowering your expertise. Once per turn, whenever a blood hunter feature requires you to roll a neurocraft die, you can reroll the die and use either roll.

Additionally, whenever you score a critical hit with a weapon for which you have an active crimson rite, you regain one expended use of your Blood Maledict feature.

Kin Talents[edit]

Life Transfer

You can transfer your life force to another creature. As a bonus, you roll two neurocraft die. The creature that you are touch regains hit points equal to the lowest result while you loose hit points equal the the highest result.

Strike a Nerve

You are very irritated very easily. When you hit a creature with a weapon attack, you roll two neurocraft die. The creature that you hit take extra nectrotic damage equal to the highest result while you loose hit points equal the the lowest result.

If you took physic, necrotic, or poison damage since your last turn or under any conditions, the extra damage that you deal is increased by another roll of a neurocraft die.

10th level[edit]

Drain Rite

You learn to drain the mental powers from others. As a bonus action, you can activate Drain rite you know on one weapon you’re holding. The effect of the rite lasts until you finish a short or long rest. When you activate a rite, you take physic damage equal to one roll of your neurocraft die. This damage can’t be reduced in any way.

While the rite is in effect, attacks you make with this weapon are magical, and deal extra poison damage equal to your neurocraft die. A weapon can hold only one active rite at a time. Other creatures can’t gain the benefit of your rite.

Additionally, while that rite is active on your weapon, you gain the following benefits:

  • You are immune to charming and frighten conditions caused by a spell or creature that originates within 30 ft of you.
  • You have resistance to physic damage.
  • Whenever you get a critical hit or kill a creature with Master Rite, you gain temporary hit points equal to one roll of your neurocraft die.
Feel My Pain

You can broad cast your pain to others. When you take physic damage, you can use your reaction to make one creature of your choice within 30 ft of you makes an intelligence saving throw or take physic damage equal to the damage that you take.

14th level[edit]

Overtaxed

You push your mind beyond safe limits. When you attack, you can enter overtaxed. While overtaxed you gain the following until the start of your next turn:

  • Your takes deal extra physic damage equal to your neurocraft die
  • When you take damage, you take physic damage equal to your neurocraft die
  • You ignore all effects of exhaustion
Overwhelmed

You are barely kept together and any moments it will all released on a poor soul. When you are being damaged by a creature within 60 feet of you that you can see, you can use your reaction and you release pent up emotions at them. The creature must make a Wisdom saving throw. It takes 1d10 physic damage on a failed save, or half as much damage on a successful one.

You can use this feature up to your intelligence modifier per short or long rest

17th level[edit]

Mind Maledict Expansion

You can use Mind Maledict four times

Magical Maledict

You can convent mind energy into magic. You learn one 4th level spell from any spell list. You can cast that spell by expending your Mind Maledict.

Strange Orders[edit]

The only think strange about strange orders is that it has the word strange in it. Strange Orders are simplify abilities combat skills stolen from others.

Strange Skyclan[edit]

In the earlt days of the kin, kin had joined Skyclan. During their short stay, some kin cats copy the combat abilities from Skyclan. When kin betrayed Skyclan and drove them away from their home, some of the Skyclan cats stay with the kin and taught them a few tricks.

Strange Marshal Arts

At 3rd level, you use Emerald Rite to mimic marshal arts of Skyclan. They 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 in Emerald Rite 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 sky warrior cat weapons.
  • You can roll a d6 in place of the normal damage of your unarmed strike or Sky Warrior Cat weapon. This die changes as you gain Kin Cat levels, as shown in the Neurocraft column of the Kin Cat table.
  • When you use an unarmed strikes or sky warrior cat weapons, it deals the same damage type as the Emerald Rite.
  • 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.

Strange Climber

At 3rd level, you are trained in climbing up trees. Your climbing speed is 30 ft regardless of your normal base walking speed.

Additionally, as a bonus action, you roll Neurocraft die. Until the end of your turn, you increase your climbing speed equal to the result * 5 ft. You can use this once per short or long rest.

Dog Tricks

At 7th level, dog tricks are so much better than squirrel tricks. Choose one below:

  • Skull Crusher: You increase the amount of damage caused by your off hand, unarmed attack by 1d6. Additionally, it is always-lethal magical poison damage.
  • You Flip-Over: When you hit a creature with your off hand, unarmed attack, they make a strength saving throw. On a failure, they are prone. If they are already prone, they become restrained.
  • Kick Them: When you hit a creature with your off hand, unarmed attack, you can push yourself 5 ft away.
  • Unarmed Swing: Your off hand, unarmed attack has reach.
Strange Hight Jump

At 11th level, you push yourself over your safety limits to jump as high as Skyclan. When you jump, you can increase the height of the jump equal to a roll of your Neurocraft die * 5 ft. You take physic damage equal the result of that roll.

Strange Ki

At 15th level, you use Mind Maledict to create Ki like abilities. As an action, you can use Mind Maledict to gain Ki points equal to half of your Intelligence modifier (min 1). You can amply it to gain half of damage taken as Ki points (min 1). These ki points disappear after short or long rest.

You can spend these points to fuel various ki features has seen below:

  • 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.

  • Frightening Strike

When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a frighten strike. The target must succeed on a Constitution saving throw or be frighten until the end of your next turn. While frightened this way, they must use their action to dash away from you.

Strange Diamond Mind

At 18th level, your mind is a such a mess that it effects other creature's mind. Whenever a creature (including you) makes a saving throw within 30 ft of you, they subtract the result by you proficiency bonus.

Additionally, whenever you make a saving throw and pass, you can gain 1 ki point and reroll it and take the second result. You cannot have more than 10 unspent ki.

Strange Windclan[edit]

The first leader of kin is the son of a windclan's leader. While he was not raised with windclan, he found it easy to learn new windclan tricks. Through him, some kin learn windclan-like skills.

Strange Nimble Action

At 3rd level, you copy the speed and nimbleness of wildclan. As a bonus action, you can take the disengage action.

Additionally, as a bonus action, you roll Neurocraft die. Until the end of your turn, you increase your movement speed equal to the result * 5 ft.

Strange Stillness of the Mind

At 7th level, you can use your bonus action roll the Neurocraft die. On a 5 and higher, you can end one effect on yourself that is causing you to be charmed or frightened.

Sippery Mind

At 11th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

Strange Opening Charge

At 15th level, on your first turn of combat, you can use an action and Mind Maledict to gain a second turn this first round. Your second turn at your initiative minus 10. If you amplify it, your second turn's initiative is minus 3.

Nowhere to Run

At 18th level, your attacks on flanked creatures leave them helpless. After a successful hit on a flanked creature, their speed is reduced to 5 ft.

Strange Shadowclan[edit]

After finding the other clans by following fleeing Skyclan, kin discover that Shadowclan has a weak leader. After a few moons (months), kin won the hearts of shadowclan and kicked out the old leader. During this time period, kin learn many skills from Shadowclan.

Strange Ears Open

At 3rd level, after moons (months) of training in with Shadowclan, you learn to be better than shadowclan in the dark. As long you are quiet, you can use your bonus action to make a perception or investigation roll vs creatures active or passive stealth to pick up sounds of creatures. On a pass you know exactly where the creature is and you do not suffer disadvantage to hit that creature.

While, like blindsense, it does allow to detect and locate creatures without eyes, it comes with it downsides. It does not reveal the appearance of the creature. This would make it hard to identify if the creature is friend or foe. In most cases, you can keep track of the sounds of your foes and allies to prevent attacking your own ally.

Steady Aim

At 3rd level, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

You can use Strange Ears Open with the same bonus action.

Strange Blind Sense

At 7th level, you can see things that no creature have seen. At the start of your turn, roll your Neurocraft die. You have blindsense up to the result of the roll * 5 ft.

More Strange than Reliable Talent

Beginning at 11th level, you can give your skills a boast, just like Shadowclan. Whenever you make an ability check that lets you add your proficiency bonus and you roll a 7 or lower on a d20, you can add your Neurocraft die to the result.

Strange Sneak Attack

At 15th level, Kin found a way to cause sneak attack to be much more effective. When you apply sneak attack, you can spend one use of Mind Maledict to double the number of sneak attack dice. When you amply it you can apply two different Debilitation to this attack.

Strange Stroke of Luck

At 18th level, you have an strange knack for succeeding when you need to. When you miss with an attack roll or fail with an ability check, you can add your Neurocraft die to the result.

Once you use this feature, you can’t use it again until you finish a short or long rest. If you still miss or fail, it does not consume an use of this feature.

Strange Charm[edit]

Like the first leader of kin, you are the master of talking to a great number of people. You find it easy to win people your side or take over groups peacefully.

Silvered Tongue

At 3rd level, you are expert at convincing others. You gain proficiency in deception and perception. Additionally, you gain expertise in one of these skills.

Enthralling Performance

Starting at 3rd level, you can charge your performance with seductive, fey magic.

If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your talent DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who speaks to it, and it hinders anyone who opposes you, avoiding violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.

If a target succeeds on its saving throw, the target has no hint that you tried to charm it.

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

Dazzling Looks

At 7th level, your looks bring attention to you. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your talent save DC. The creatures that fail their saving throws are all charmed by you until the end of your next turn. While charmed this way, the creature is incapacitated and has a speed of 0.

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

Look at the Pretty Lights

At 11th level, you can create pretty lights to get away from trouble. You can cast hypnotic pattern without any components. You can use this once per short or long rest.

Unbreakable Majesty

At 15th level, your appearance permanently gains an otherworldly aspect that makes you look more lovely and fierce.

In addition, as a bonus action, you can assume a magically majestic presence for 1 minute or until you are incapacitated. For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw against your spell save DC. On a failed save, it can't attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your spells on your next turn.

Once you assume this majestic presence, you can't do so again until you finish a short or long rest.

Master of Lies

At 18th level, you weave the truth into the world. When you fail a perception or deception check, you can change the result on the d20 to a 20 and add 5 to the result.

You can use this once per short or long rest.

HB or Official Blood Hunter or Fighter Subclass [edit]

You can use any HB (with the usual approval of GM) and official subclasses for Blood Hunter or Fighter.

Treat Fighter subclass' 10th level feature(s) as this class subclass' 11th level feature(s).

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Kin Cat class, you must meet these prerequisites: 13 dex and 13 int

Proficiencies. When you multiclass into the Kin Cat class, you gain the following proficiencies: Light armor, medium armor, shields, simple weapons, martial weapons, and one skill from the class’s skill list

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