Variant Rules (Warrior Cats Supplement)
Variant Rules[edit]
This system is made to be very flexible and similar to normal dnd.
Leader Template[edit]
Leaders are better at commanding their teammates and other feature. The following is to give a free feat power level to any npc or player leaders.
Clan Cats[edit]
They are the leader of the clan and are accepted by Starclan (Heaven).
- Nine Lives
You have nine lives from the first trip to a holy location. At the start of your turn, you are dead and still have remaining lives, Starclan cast rivify on you. While this does not close mortal wounds or restore missing body parts, you do gain hit points equal to 1/4 of your maximum hit points.
If you died of poison or disease, you have a -5 penalty to all constitution saving throws. Every time you finish a long rest, the penalty is reduced by 1 until it disappears.
- Helping Hand
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 within 5 feet of you, if the target can see or hear you.
Clan Cats (Non-Believer)[edit]
They are the leader of the clan and are NOT accepted by Starclan (Heaven).
- Hardy
Your maximum hit points are increased by your level and increased by 1 each time you level up.
If you are an NPC, you instead have your maximum hit points increased by 2 for each hit dice.
- Helping Hand
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 within 5 feet of you, if the target can see or hear you.
Tribe of Rushing Water[edit]
The subclass Teller of the Pointed Stones is the leader subclass. When you become a leader, you lose your old subclass and gain the Teller of the Pointed Stones subclass.
Sisterhood[edit]
Sisterhood has a little need for a leader as such, the leader does not wield great power.
- Spirit Advisor
You gain a second Spirit Guide. Choose a Spirit Guide Characteristic for your second spirit guide. You learn any new spells that it teaches you for your level. If it is the same Spirit Guide Characteristic as the first one, you can replace any spells learned from your second spirit guide with the same spell level from the Sisterhood spell list. You can only have one Spirit Guide on your plane at the same time.
- Improved Ethereal Sight
Your Ethereal Sight is increased by 10 ft. If you gain this ability at or after the 11th level, it instead grants 20 ft. You automatically see any spirits regardless if it is hidden or not.
Loner and Bloodclan[edit]
Most of the time loners and bloodclan leaders are strongest clan in their group.
- Hardy and Tough
Your maximum hit points are increased by your level and increased by 1 each time you level up. Your ac is increased by 1.
If you are an NPC, you instead have your maximum hit points increased by 2 for each hit dice.
- Leader's Might
Once per turn, you can deal an extra d4 damage to a single creature. If you are bloodclan, this extra damage is necrotic.
Kittypet[edit]
Kittypets rarely form groups as they are heavily dependent on their twoleg (humanoid) owner. It does happen when a large number of kittypets are found.
- Scavenaging Leader
Creature under your leadership, the first "scavenged" items they hold will not count towards the "scavenged" item limit.
- Inspiring Leader
You have one additional use of bardic inspiration.
Changing Classes[edit]
Unlike normal dnd, classes features are from constantly training with your group. The exception is loners that learn through hardships. As such, it would not make sense to gain higher class features when not with a group because of exiled, changed groups, or on a journey. This presents a hard problem. Most of the time, multiclassing weakens the character.
- Traditional
You ignore any multiclassing rules and allow the character to multiclass into that group or loner. This is the closest to the normal rules.
- Sacrifice Levels
Whenever you gain levels, you may sacrifice X number of levels from your original class. The GM may place a limit on the number of levels you can sacrifice. You lose any features, items, spells, hit points, and etc that you originally gained from those levels. You gain the normal 1 level plus X levels into your new class.
Whenever you gain an ability score improvement, you can subtract 2 from one of the primary stat of the original class and add 2 from one of the primary stat of the new class. Primary stats are the required stats to multiclass into or out of a class.
This represents you forgetting your old ways and excepting the new way of life.
- Switch
The moment you leave the group, you lose all of your features, items, spells, hit points, saving throws proficiency, and etc. You gain levels of the new level equal to your old character level. Treat this as if you always started with this new class.
Choose one of the primary stat of one of the old classes. You can switch that stat with one of the primary stat of the new class. Primary stats are the required stats to multiclass into or out of a class.
This represents a drastic change in character from changing groups.
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