Thunder Warrior Cat (5e Class)

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Thunder Warrior[edit]

"We're not the enemy! We shouldn't be fighting one another. We're ThunderClan. We protect one another. We're bound by kinship and loyalty and the warrior code. Some of you chose ThunderClan. All of you have fought for your Clan, even when everything seemed hopeless. Some of you are preparing to bring new life into ThunderClan. Kits need to be protected and loved and taught how to live as warriors, and I know they will be, because in ThunderClan we protect those who need to be helped. We live, not for ourselves, but for one another. Everyone of you has put your Clan first before yourself in the past. No matter how young or inexperienced, you've all fought to protect your Clan. The bond that we've shared will not be broken now. We've all been through so much."

— Squirrelflight to ThunderClan in Darkness Within, page 284

What is a Thunder Warrior Cat?[edit]

In this world, animals, like cats, are as smart as humans. Thunder Warrior Cats are the adult cats from Thunderclan, one of the five or four clans that live next to each other. Thunder Warriors specialize in fighting in dense forest with painful brambles. They tend to be more open minded than most and are willing to implement other's fighting style into their own. Not only they are good hunters in dense forest, they use fancy tricks that they learn from all sorts of people over the ages.

Creating a Thunder Warrior[edit]

Why are you interested in learning complex but useful tricks for battle? How did you learn to navigate through dense forest? How do you try to keep your mind open to new ideas?

Quick Build

You can make a Thunder Warrior quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution or Wisdom. Second, choose the Warrior background. Third, choose scale mail, two shortswords, and dungeoneer's pack.

Class Features

As a Thunder Warrior you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light, medium, shield, and heavy armor
Weapons: Simple and marshal weapons
Tools: none
Saving Throws: Strength, Dexterity
Skills: Choose two from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

Equipment

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

  • (a) scale mail or (b) leather armor
  • (a) two shortswords or (b) two simple melee weapons
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • A longbow and a quiver of 20 arrows

Table: The Thunder Warrior

Level Proficiency
Bonus
Features Superiority Dice Size Maneuvers known Talents Known
1st +2 Thunder Talent - - 1
2nd +2 Forest Survivor, Combat Superiority d4 2 1
3rd +2 Forest Archetype d6 3 1
4th +2 Ability Score Improvement d6 3 1
5th +3 Extra Attack d6 4 1
6th +3 d6 4 2
7th +3 Forest Archetype Improvement d8 5 2
8th +3 Ability Score Improvement d8 5 2
9th +4 d8 6 3
10th +4 Tireless, Superiority Endurance d8 6 3
11th +4 Forest Archetype Improvement d8 7 3
12th +4 Ability Score Improvement d8 7 3
13th +5 Bit of Indomitable d10 8 3
14th +5 d10 8 4
15th +5 Forest Archetype Improvement d10 9 4
16th +5 Ability Score Improvement d10 9 4
17th +6 d12 10 5
18th +6 Bit of Indomitable (2), Superiority Endurance (2) d12 10 5
19th +6 Ability Score Improvement d12 11 5
20th +6 Thunderous Attack d12 11 5

Thunder Talent[edit]

At 1st, each Thunder Warrior learn and talented in different things. Thunder talents is the features and abilities you learn from other thunder warriors. You gain one thunder talents of your choice. When you gain certain thunder warrior levels, you gain additional talent of your choice, as shown in the Talents Known column of the Thunder Warrior table. A level prerequisite refers to your level in this class.

Some thunder 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.

Forest Explorer[edit]

At the 2nd level, you are incredibly familiar with forest terrain. When you make an Intelligence or Wisdom check related to forest terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.

While in forest terrain, you gain the following benefits:

  • Difficult terrain doesn’t slow you down
  • You are not harmed by non-magical plants.
  • You can’t become lost except by magical means.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • You can move stealthily at a normal pace.
  • While tracking other creatures, you also learn roughly their number, their sizes, and how long ago they passed through the area. Additionally, you can use your sense of smell to make an educated guess on what type of creature it was.

Combat Superiority[edit]

At 2nd level, you learn tricks that Thunderclan uses. You learn maneuvers that are fueled by special dice called superiority dice.

Maneuvers.

You learn two maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn one additional maneuver of your choice at every 2 levels, seen in the Thunder Warriors table. Each time you gain a level in Thunder Warrior, you can also replace one maneuver you know with a different one.

Superiority Dice.

You have a Wisdom modifier amount of superiority dice, which start at d4. Your superiority dice increases in size at certain levels in this class, seen in the Thunder Warriors Table. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

Saving Throws

Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

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

Thunderous Maneuvers (Optional)[edit]

If not playing a low magic world, ask your GM if the damage added by Maneuvers deal Thunder damage instead of normal weapon damage.

Forest Archetype[edit]

At the 3rd level, you chose a forest archetype. Choose between Thunder and Lightning, 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 7th, 11th, and 15th levels.

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

Superiority Endurance[edit]

At the 10th level, you find a way to use Maneuvers more efficiently through practice. You gain an extra Superiority die.

You gain another die at the 18th level.

Tireless[edit]

At the 10th level, you are used to the harsh life of a warrior. As an action, you can give yourself a number of temporary hit points equal to your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to half of your proficiency bonus (rounded up), and you regain all expended uses when you finish a short or long rest.

In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.

Bit of Indomitable[edit]

Beginning at 13th level, when you fail a saving throw, you add 1d4 to the result that could turn a failure into a success. You can't use this feature again until you finish a short or long rest.

You can use this feature twice between rests starting at 18th level.

Thunderous Attack[edit]

At the 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. This damage is Thunder damage instead of weapon damage. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

Thunder Talents[edit]

Fighting Style

Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.

Additional, you adopt a particular 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.

  • Defense

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

  • 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 a 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, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

  • Protection

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

  • Two-Weapon Fighting

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

  • Interception

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

  • Superior Technique

You learn one maneuver of your choice. Additionally, you gain one extra superiority dice.

Assisting Shot

With a quick shot, you interfere with a foe in combat. Once per turn, when you deal damage with a ranged attack, the next Attack roll (not you) made against this target before the end of your next turn gains 1d4 to their roll, thanks to their lost of attention.

Devoted Guardian

You adopt a wide stance, ready to defend both yourself and your chosen ward. As a bonus action, select one creature within 5 ft of you. As long as you are wielding a shield and the creature remains adjacent to you, the creature gains a +1 AC

Dragging Strike

You aim your weapon to snag a foe's armor, clothing, or flesh to pull them closer. Whenever you hit a creature that is your size or smaller with a reach weapon, that creature is pulled up to 5 ft closer to you.

Dueling Parry

You can parry attacks against you with your one-handed weapon. You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.

Dual-Handed Assault

You snap your free hand over to grip your weapon just long enough to add momentum and deliver a more powerful blow to your opponent. All of your one-handed weapon gains versatile property which is usually increase the damage dice by one stage. You can switch from using one or two hands on your weapon at any time. even between making an attack roll and damage roll.

6th level[edit]

Feat Bonus

You gain one feat of your choice.

Tree Climber

You learn some climbing skills from Skyclan. You gain climbing speed equal to your walking speed.

Additionally, your speed is increased by 5. You have an advantage in initiative rolls.

Parting Shot

You jump back and fire a quick shot that catches your opponent off guard. As an action, you make the disengage action. After moving at least 5 ft, you make one ranged attack with advantage.

Guardian's Deflection

Requirement: Devoted Guardian Whenever your ally under the effects of Devoted Guardian is about to be hit, you can use reaction to use the Protection Fighting Style from Fighter's Fighting Style.

Reflexive Shield

You can use your shield to fend off the worst of area effects and other damage. If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

Revealing Strike

You drive your piercing weapon into an imperceptible foe, revealing its location to your allies. When you hit hit and deal damage with a melee weapon, you can drive the weapon into a corporeal target, revealing its current position. You release the weapon, and it becomes lodged in the target. If the target is invisible, the weapon remains visible while lodged in it. The creatures need to be able to see your weapon to gain any of these benefits, and the target can't become undetected to anyone who sees your weapon. It is an item interaction to remove the weapon.

9th level[edit]

Early Bit of Indomitable

When you fail a saving throw, you add 1d4 to the result that could turn a failure into a success. You can't use this feature again until you finish a short or long rest.

You can use this feature twice between rests starting at 13th level and three times between rests starting at 18th level.

Disorienting Opening

You use your foes' openings to expose even greater weaknesses. When you hit a creature as part of an Attack of Opportunity, the next attack that targets this creature gains advantage until the start of your next turn.

Impassable Wall

You refuse to let foes past your guard. When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.

Incredible Aim

By spending a moment to focus, you can ensure your attack strikes true. As a bonus action, you can make your next range attack have advantage and ignore up to 3/4 cover.

Positioning Assault

With punishing blows, you force your opponent into position. Once per turn, when you hit a creature with a two-handed weapon, they are pushed back 5 ft.

Resounding Bravery

Even your fears serve as fuel for your fighting spirit. Whenever you pass a wisdom saving throw against a hostile creature, you gain a number of temporary Hit Points equal to half your level for 1 minute.

Certain Strike

Even when you don’t hit squarely, you can still score a glancing blow. Once per turn, when you miss with a melee attack, you deal half damage.

Debilitating Shot

Aiming for a weak point, you impede your foe with a precise shot. As a bonus action, you next ranged weapon attack that hits gains this effect: the target can use either an Action or a bonus Action, not both until the end of its next turn.

Fearsome Brute

Fear makes your foes weak and more vulnerable to your attacks. You gain advantage on attack rolls against frightened creatures.

14th level[edit]

Thunder's Protection

You help others in their time of need. As a reaction and one use of superiority dice from Maneuvers feature, you can choose one ally within 60 feet of you that failed its intelligence, wisdom, or charisma saving throw. If that creature can see or hear you, it can roll your superiority dice and add the result to its saving throw.

Feat Bonus

You gain one feat of your choice.

Quick Reversal

Requirement: Optional Rule: Flanking You turn your foes’ flanking against them with a quick reverse. When you make attacks against two different creatures that is flanking you, all attacks this turn against creatures that are flanking you has advantage.

Lunging Stance

Your body coiled to strike, you can lash out at distant enemies. When it is not your turn, your weapons gain the reach property.

Guiding Finish

Using your weapon as a lever, you force your opponent to end up right where you want them. Once per turn, you declare that your next attack will be a Guiding Finish. On your next attack, if you hit, you may move that creature 10 feet anywhere within your reach. If you miss, you may move that creature five feet anywhere within your reach. You must have a free hand to use this Combat Skill

Guiding Riposte

By shifting your weight and angling your weapon, you guide your opponent to a more favorable position. Once per turn, whenever you hit a creature while wielding two weapons, you may move that creature 10 feet anywhere within your reach.

Overwhelming Blow

You throw your weight into a powerful attack that leaves you vulnerable. As an action, make a weapon attack. On a hit, multiply the damage by the number of attacks that you can make in a single turn. On a crit, deal an additional 1d12 after resolving crit damage and multiplier.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

18th level[edit]

Relentless

When you roll initiative and have no superiority dice remaining, you regain 1 superiority die.

Savage Critical

The wounds you inflict are grievous. When you attack with a weapon or unarmed attack, you critically succeed if you roll a 19 or 20 on the die.

Forest Archetypes[edit]

Forest is a great place for cats. Over time, you hone your craft and improve your own skills. It is time to see what skills you have created!

Lightning and Thunder [edit]

Each clan has a special tactic that is key to their success. Thunderclan uses quick and sudden attacks and retreats to confuse their foes. Such tactics are similar to Windclan's general strategy of hit and run. With the added cover of bushes and trees, Thunderclan uses these covers to hide the true numbers of the ambushing party.

Lightning Strike

At the 3rd level, you are an expert at confusing ambushes. At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn.

Any creature you hit on this turn makes a Constitution saving throw vs your maneuver save DC. On a fail, they are blinded until the end of your turn as bleeding around the eye and ear covers their vision.

Lightning Escape

At the 3rd level, you are as fast as lightning. You can use your bonus action to disengage.

Thunderous Knock Back

At the 7th level, your attacks can push others away. Whenever you deal Thunder damage, they must make a strength saving throw vs your maneuver save DC or be pushed back by 10 ft.

Additionally, once per turn you can turn your weapon's damage into thunder damage.

Lightning Infused Attack

At the 11th level, you are able to harness a fraction of lighting. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 lightning damage to the target. When you reach the 15th level, the extra damage increases to 2d8.

Lightning does Strike Twice

At the 15th level, just like lightning, you strike your foe multiple times. If you successfully hit a creature in your turn, you can make a weapon attack as a bonus action. If that attack hits, the target takes an extra 1d4 thunder damage.

Pride [edit]

You help to hold everyone together. You seek a long lasting peace. But you are ready to protect your clan with teeth and claws.

Master of Intrigue

At 3rd level, you gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice.

Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language.

Master of Tactics

Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.

Elegant Courtier

Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier.

Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

Insightful Manipulator

At 11th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Intelligence score
  • Wisdom score
  • Charisma score
  • Class levels (if any)

At the DM's option, you might also realize you know a piece of the creature's history or one of its personality traits, if it has any.

Hear Me Roar

At 15th level, you gain proficiency in the Persuasion and Deception skill. If you are already proficient in any of them, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, Perception, or Performance.

Your proficiency bonus is doubled for any ability check you make that uses Persuasion or Deception. You receive this benefit regardless of the skill proficiency you gain from this feature.

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 Choosen 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 Choosen 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 Choosen Spellcasting Table.

For example, if you know the 1st-level spell bless and the highest spell level is 2, you can cast bless as a 1st level spell by spend 2 magic points or 2 level spell by spending 3 magic points.

Spells Known of 1st Level and Higher

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

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

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

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

Spellcasting Ability

Intelligence is your spellcasting ability for your cleric spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Picker-Upper

At the 3rd level, Starclan taught you small ways to regenerate the body and soul. You learn the Spare the Dying cantrip, which doesn't count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.

Additionally, whenever you stablize a creature, you may choose to heal them 2d4 hit points. You can use this feature up to twice of your proficiency bonus per short or long rest.

Refreshed Sleep

At the 3rd level, your dreams with Starclan boaster the spirit. After sleeping at least 30 mins, you gain 1d4 of temporary hit points.

  • Channel Starclan

At 7th level, you gain the ability to channel divine energy directly from Starclan, using that energy to fuel magical effects. When you use your Channel Divinity, you choose which of the two effects to create. When you finish a short or long rest, you regain your expended uses which is only once at 9th level. Beginning at 18th level, you can use your Channel Divinity twice between rests.

  • Channel Starclan Balm of Peace

As an action, you can move up to your speed, without provoking opportunity attacks, and when you move within 5 feet of any other creature during this action, you can restore a number of hit points to that creature equal to 2d6 + your Intelligence modifier (minimum of 1 hit point). A creature can receive this healing only once whenever you take this action.

  • Channel Starclan War God’s Blessing

When a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Celestal Agility[edit]

At the 11th level, when you use your action to cast a cantrip, you can immediately make one weapon attack as a bonus action.

Starclan Intervention

At the 15th 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

Charisma is your spellcasting ability for your warlock spells, since you learn your spells through study and memorization. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Charisma modifier

Harsh Training

At the 3rd level, the training that you receive in the Dark Forest is very dangerous. Many of your features uses the training dice which is 1d4. At 5th level, it becomes 1d6. At 11th level, it is 1d8. At 17th level, it is 1d10 damage.

Additionally, during your dreams, you take a dangerous lessons from the Dark Forest. The injuries are carried over to the waking world. After completing a long rest, you take bludgeoning, slashing, or piecing (chosen by GM) damage equal to your training dice.

Improved True Strike

At the 3rd level, you study your foe to target the most vulnerable locations. You learn the True Strike cantrip, which doesn't count against the number of warlock cantrips you know. For you, it does not require concentration.

When you use True Strike, your next attack has increase to the attack and damage roll equal to your training dice.

Rewards of Winning

At the 3rd level, you find drawing the blood of your enemy so rewarding that you feel yourself grow stronger with each hit. Whenever you kill or hit a creature below 0 hp you gain temporary hit points equal to your training dice.

Weapon Invocation

At the 7th level, the long and painful training in the Dark Forest has massively improved your fighting ability. Choose one weapon type that you are proficient with. As long you are wielding your weapon expertise, you can use your weapon invocation. Whenever you gain a new level in this class, you can change your weapon type and weapon invocation. Choose one from below to be your weapon invocation:

  • Aim for the weak point

When you use True Strike with your weapon expertise, you can use your charisma modifier instead of your strength or dexerity modifier. Additionally, you deal an extra equal to your training dice plus your charisma modifier.

  • Break the legs

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

  • Bully

Whenever you hit with your weapon expertise, you may push or pull them 10 ft away or towards you.

  • Cut the arteries

Whenever you hit with your weapon expertise, that creature makes a Constitution check vs your spell save DC. On a fail, they start to bleed. At the start of their next turn, they take piercing damage equal to your training dice.

  • Too fast to react

Once per turn when you hit a creature with your weapon expertise, you can expend a 1-5 magic points to deal an extra 1d8 necrotic damage to the target per magic points spent. After dealing damage, that creature looses their reaction.

  • Quick like lightning

Whenever you get a hit with your weapon expertise, you can make one weapon attack as a bonus action. You add your training die to the attack roll of that bonus action attack.

Might and Magic[edit]

At the 11th level, when you use your action to cast a cantrip, you can immediately make one weapon attack as a bonus action.

Forest Boon

At the 15th 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 Assisance

At the 3rd level, you spend a lot of time training to use the medicine. While you are not as good as a proper medicine cat, you can help them with their work. Whenever you help someone do any checks involving herbs (like healing with herbs or finding herbs), in addition to the advantage to the roll, they add your proficiency bonus to the roll.

Reverse Treatment

At the 7th level, plants can be not just for healing, but also for killing. You have a proficiency bonus of Vipper's Gift. You can stick them to your fur and replenish your supply just like Snag'em.

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

Faster than a Healer

At the 11th level, you healing someone is second nature to you. When you make the attack action, you can replace one of the attacks with using Stag'em.

Additionally, you can use healing items as a bonus action.

Improved Snag'em

At the 15th 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.

HB or Official Ranger Subclass [edit]

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

Maneuvers[edit]

The same maneuvers as Battlemaster Fighter except Quick Toss are banned.

Ambush

When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren't incapacitated.

Bait and Switch

When you're within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks.

Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.

Brace

When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll.

Commander's Strike

When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.

Commanding Presence

When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.

Disarming Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Distracting Strike

When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has an advantage if the attack is made before the start of your next turn.

Evasive Footwork

When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

Feinting Attack

You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have an advantage on your next attack roll against that creature before the end of your turn. If that attack hits, add the superiority die to the attack's damage roll.

Goading Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has a disadvantage on all attack rolls against targets other than you until the end of your next turn.

Grappling Strike

Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player's Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check.

Lunging Attack

When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.

Maneuvering Attack

When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Menacing Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Parry

When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Strength modifier.

Precision Attack

When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

Pushing Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Rally

On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.

Riposte

When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.

Sweeping Attack

When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt with by the original attack.

Tactical Assessment

When you make an Intelligence (Investigation), Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.

Trip Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Thunder Warrior class, you must meet these prerequisites: (Str 13 or Dex 13) and Wis 13

Proficiencies. When you multiclass into the Thunder Warrior class, you gain the following proficiencies: Light, medium, and shield proficiency. You also gain simple and martial weapons.

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