Wind Warrior Cat (5e Class)
Wind Warrior Cat[edit]
"We are the closest Clan to StarClan, spiritually and physically, and we always know our warrior ancestors are watching over us. That is what makes us strong. No matter what trials we must endure, WindClan will last forever."
— Tallstar on WindClan in Secrets of the Clans, page 27
What is a Wind Warrior Cat?[edit]
In this world, animals, like cats, are as smart as humans. Wind Warrior Cats are the adult cats from Windclan, one of the five or four clans that live next to each other. Wind Warriors specialize in hit and run. With their great speed, it near impossible for anyone to catch up to them. In their home territory, grassy hills can be used to hide for ambush or to see enemies from a far distance. Due to their speed, they often catch rabbits.
Creating a Wind Warrior Cat[edit]
Why do you enjoy running? Where do you want to travel to? What is your connection with the afterlife? Do you charge into danger or run away from it? Are you curious about the tunnels?
- Quick Build
You can make a Wind Warrior Cat quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution. Second, choose the Warrior background. Third, choose shortsword and explorer's pack.
Class Features
As a Wind Warrior Cat you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Wind Warrior Cat level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Wind Warrior Cat level after 1st
- Proficiencies
Armor: light armor
Weapons: Simple weapons, shortswords
Tools: none
Saving Throws: Dexterity, Charisma
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) a shortsword or (b) any simple weapon
- (a) a dungeoneer’s pack or (b) an explorer’s pack
- leather armor and 10 darts
Level | Proficiency Bonus |
Features | Charge Damage | Unarmored Movement | Talents Known |
---|---|---|---|---|---|
1st | +2 | Charge, Nimble Action | 1d8 | - | - |
2nd | +2 | Wind Talent | 1d8 | - | 1 |
3rd | +2 | Wind Archetype, Unarmored movement | 1d8 | 10 | 1 |
4th | +2 | Ability Score Improvement | 2d8 | 10 | 1 |
5th | +3 | Momentum, Stillness of Mind | 2d8 | 10 | 1 |
6th | +3 | — | 2d8 | 15 | 2 |
7th | +3 | Wind Archetype Improvement | 3d8 | 15 | 2 |
8th | +3 | Ability Score Improvement | 3d8 | 15 | 2 |
9th | +4 | Purity of Body | 3d8 | 15 | 2 |
10th | +4 | Wind Archetype Improvement | 4d8 | 20 | 2 |
11th | +4 | — | 4d8 | 20 | 3 |
12th | +4 | Ability Score Improvement | 4d8 | 20 | 3 |
13th | +5 | Body Language | 5d8 | 20 | 3 |
14th | +5 | Wind Archetype Improvement | 5d8 | 25 | 3 |
15th | +5 | — | 6d8 | 25 | 4 |
16th | +5 | Ability Score Improvement | 6d8 | 25 | 4 |
17th | +6 | — | 7d8 | 25 | 5 |
18th | +6 | Wind Archetype Improvement | 7d8 | 30 | 5 |
19th | +6 | Ability Score Improvement | 8d8 | 30 | 5 |
20th | +6 | Opening Charge | 8d8 | 30 | 5 |
Charge[edit]
At 1st level, you found a way to deal extra damage when ramming into someone. If you move at least 20 ft towards an enemy, your next attack on this turn will deal an extra 1d8 bludgeoning damage. This can be carried over to your next turn. This effect ends if you move again.
The amount of the extra damage increases as you gain levels in this class, as shown in the Charge Damage column of the Wind Warrior Cats table.
Nimble Action[edit]
At the 1st level, you can perform dash or disengage as a bonus action.
Wind Talent[edit]
At 2nd level, each Wind Warrior learn and talented in different things. Wind talents is the features and abilities you learn from other wind warriors. You gain one wind talents of your choice. When you gain certain wind warrior levels, you gain additional talent of your choice, as shown in the Talents Known column of the Wind Warrior table. A level prerequisite refers to your level in this class.
Some wind 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.
Unarmored Movement[edit]
At the 3rd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain Wind Warrior Cat levels, as shown in the Wind Warrior Cat table.
Wind Archetype[edit]
At 3rd level, you chose a wind archetypes. Choose between Tunnler, Speedster, The Wind of Change, Blessed, Wind Breaker, 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, 10th, 14th, and 18th 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.
Momentum[edit]
At the 5th level, you are able to transfer some of the momentum of your charge to an unlucky victim. When using Charge and after your next successful hit on this turn, you may use your bonus action to trigger your momentum. Choose one of the momentum features from below. You can change your momentum option after leveling up.
Some momentum abilities require a saving throw. Your saving throw DC is 8 + proficiency bonus + dexterity or strength modifier.
- Get Away!
The creature makes a strength saving throw or be pushed away from you equal to half of the amount of distance of your charge. If a creature is forcibly stopped before reaching the end of the push, like hitting a tree or another creature, they both take your proficiency bonus in bludgeoning damage.
- Get Off
All creatures that are on you or grappled to you, must make dexterity or strength saving throw or be pushed away from you by 5 ft and become prone.
- Sand Attack
The creature makes a constitution saving throw or be blinded until the start of your next turn or they use an action to rub out the sand from their eyes.
- Shock and Awe
The creature makes a constitution saving throw or be stunned until the start of their turn.
- Left hook
You make another weapon attack against the creature. You do not add any extra damage from the charge to that attack.
- What?
All hostile creatures within 5 ft of you makes a wisdom saving throw or they cannot use any reaction until the start of their turn.
Stillness of the Mind[edit]
Starting at 5th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.
Purity of the Body[edit]
At 10th level, you daily exercise makes you immune to disease and poison. Additionally, you age 25% slower.
Body Language[edit]
At 13th level, you learn the silent body languages as an alternative way to communicate when the running too fast to hear. You can read the body languages of others. If someone is feeling powerful emotion or desire to send a simple and silent message to you, you understand it just by getting a good look at them.
Additionally, you gain advantage on insight checks.
Opening Charge[edit]
At the 20th level, You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.
Wind Talents[edit]
- Charge Through
Nothing can stop your full speed charge. After moving at least 10 ft you gain the following benefits:
- Attack of opportunity has disadvantage to hit you
- You can move through any creature's space
- You ignore difficult terrain
Additionally, you can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.
- Blessed
Your connection with Starclan has given you a blessing. You gain the guidance cantrip.
- Brutish Shove
Throwing your weight behind your attack, you hit your opponent hard enough to make it stumble back. As a bonus action, next time you deal dame with two-handed weapon in this this has the following effect: you can make the shove action against a creature that your size or smaller.
6th level[edit]
- Accurate Charge
You become better at aiming your Charge. When you use charge, you add your proficiency bonus to that next attack roll.
Additionally, when you deal bludgeoning damage, it deals magical bludgeoning damage for the purpose of overcoming bludgeoning damage resistance.
- Protection of Starclan
You can feel the protection granted by starclan. You can cast Protection from Evil and Good without any components. You can cast this up to your wisdom modifier per short or long rest.
11th level[edit]
- Nimble Paws
You become too fast for enemies to hit you. After dealing damage with a charge, you don't get attacks of opportunity until the start of your next turn.
- Borrowed from Starclan
You borrow knowledge from Starclan. As an action, you gain proficiency and expertise in any skill of your choice until you use this feature again. You can use this feature once per short or long rest.
- Knight's Retaliation
You knock the enemy's blow aside and twist, unbalancing your foe. When an undead creature miss you, you can use your reaction to make the shove action.
15th level[edit]
- Slippery Mind
You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.
- Filled with Hope
Starclan has filled you with hope. As long as you are conscious, all creatures within 30 ft automatically stabilize.
Additionally, as a reaction, you can heal one creature within 30 ft of you by 1 hit point. You can use this once per short or long rest.
17th level[edit]
- Tongue of Sun and Moon
You learn to understand majority of what the creature is saying by reading their body language. You understand all languages as long you are seeing the speaker. Complex words and pronoun still escape you.
After 5 minutes of listening and watching, you can poorly speak that creature's language until your next short or long rest. The longer you listen and watch, the better you can speak the new language.
- Freedom of Starclan
Starclan has given you the ability to move freely. You can cast Freedom of Movement on a creature that believes in starclan without any components. You can use this feature once per short or long rest.
Wind Archetypes[edit]
A just using hit-and-run strategy may be the most effective method of attacking, but it is always wise to use other methods to fight. Some wind warrior cats choose to go underground while other looks elsewhere for inspiration.
Tunneler [edit]
Tunneler has to go through hard and deadly training to navigate the tunnels. The tunnels are no place for a cat or any creatures. There is no light, multiple twists and turns, flash flooding, wild animals, and the worst part fresh air coming from small shafts, mocking and tricking cats that this is the right way out. Tunnelers don't learn how to fight in the tunnel, instead, they learn to navigate it so that they can pop out anywhere on the battlefield.
Tight Fit[edit]
At the 3rd level, you learn how to move nimbly in tight places. You can fit into places that normally fit only a creature one size smaller than you. Additionally, you do not lose any movement speed for squeezing through tight places.
Tunnel Vision[edit]
At the 3rd level, you become used to traveling inside dark tunnels. You have 10 ft blindsight while in tunnels.This blindsight only reveals what is ahead of the tunnel, not behind you nor through walls.
Your blindsight is increased by the 5th every 4 levels.
Additionally, you gain 5 ft of blindsight. This does not increase as you gain levels in this class.
Tunnel Map[edit]
At the 7th level, you memorize every turn, twist, exit, and entrance to the maze of tunnels. You cannot be lost while you are in a tunnel. You always know how to get to any tunnel entrance or exit that you have been through.
Additionally, you have the advantage to all checks to find a tunnel entrance or exit.
Alert for Danger[edit]
At the 7th level, your ears are open to any dangers approaching. While in the tunnels, your blindsight can pick up any sound in your range, even though walls.
Pop Goes the Weasel[edit]
At the 10th level, You are an expert at popping in and out of the tunnel. When you come out of the tunnel, you do not provoke any attacks of opportunity. All creatures are surprised by you when you exit or entire the tunnel.
Tunnel Fighter[edit]
At the 14th level, you are used to the limitations of the tunnel. While in the tunnel, you add your proficiency bonus to attack rolls. Your ac is increased by 2 if the attack comes from directly in front of you.
Tunnel Expert[edit]
At the 18th level, you are the master of the tunnel. As long as you are inside of the tunnel, you gain the following effects:
- You are invisible
- Do not make any sounds
- Speed increased by 5 ft
- You cannot be frightened
- You ignore difficult terrain
- You can hold your breath twice as long
- You gain 50 ft swimming speed
- You gain 40 ft climbing speed
Speedster [edit]
To some cats, there is no such thing as too much speed. With this much open space, there is no harm in going at maximum speed.
Burst of Speed[edit]
At the 3rd level, you channel your inner cheetah. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
Out of the Way![edit]
At the 7th level, your reckless speed has enough power to push others away from you. When you make a successful hit after charge that creature is pushed by 5 ft.
Additionally, your speed is increased by 5ft
Run on Air and Water[edit]
At the 10th level, your crazy speed has enough momentum to temporarily ignore the laws of gravity. As long you have a running start of 20 ft, you can "run" across 10ft gaps of air or water.
Additionally, your long jump distance is doubled.
At 18th level, this gap is increased to 20 ft.
Unstoppiable[edit]
At the 14th level, your ability to move reaches supernatural speeds. Your walking speed cannot be reduced below 40 ft with the exception of not having legs, and the conditions of paralyzed and incapacitated. If you are being grappled or restrained, that creature must make a Strength saving throw vs your Momentium save. On a fail, the grappled or restrained ends. On a success, the creature is dragged with you.
Faster than Sound[edit]
At the 18th level, you reach a speed greater than anyone should achieve. At the cost of 90 ft of movement, you can cast Thunderstep without requiring any spell slots, verbal component, or bonus action. Your Momentium save is the saving throw of this spell. When you cast the spell this way, you can teleport up to 60 ft.
You can use this six times per short or long rest.
The Wind of Change [edit]
You can feel the wind of changing fates. You can sense when fate is changing and control the wind of fate. Some cats believe that being close to the holy site and open sky awakens the spiritual part of the cat.
Stop the Change[edit]
At the 3rd level, you can stop the wind of change before it happens. When a creature you can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage.
You can use this feature twice, and you regain all expended uses when you finish a short or long rest.
Wind of Starclan[edit]
At the 3rd level, before you make a saving throw or attack roll, you can feel the guiding wind from Starclan. You roll a d4 and add it to the total.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.
Count on your Lucky Stars[edit]
At the 7th level, you can feel Starclan protecting from bad luck. You reroll 1s on a d20.
Wind Caller[edit]
At the 10th level, you can create your own wind of change. You gain guidance and resistance cantrip. You can cast them as a bonus action.
Calming Wind[edit]
At the 14th level, you can create calming wind that clears the mind. As a reaction, you or a creature within 30 ft can reroll an intelligence or Wisdom saving throw that they fail. They must use the new roll.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.
Create Wind of Change[edit]
At the 18th level, you can call the great wind of change to change the fate of the battle. If half of your party is down (rounded down, minimum 2), you can use your action to call the great wind of change. If you do so, all allies with 1 mile are restored a number of hit points equal to two times your Wind Warrior level. Creatures at 0 hp gain double the healing. This feature can restore a creature to no more than half of its hit point maximum.
Once you use this ability, you cannot use it again until 1 week has passed.
Wind Breaker [edit]
Windclan is good at moving around to get the perfect pincer attack. Some cats focus on that piercer over increasing their speed. They break through the wind and their foes with ease
Pincer Attack[edit]
At the 3rd level, you can take advantage of the exposed back than most cats. You can advantage to attack rolls when flanking an enemy with an ally. If playing with optional flanking rules, you instead add your proficiency bonus to all attacks against the flanked creature.
Crushing Charge[edit]
At the 7th level, your charge is extra deadly when the target is unable to move away. Your attack after Charge deals an extra 1d6 bludgeoning damage to a flanked creature
At the 18th level, it becomes 2d6 bludgeoning damage.
Improved Flanking[edit]
At the 10th level, it is easier for you to get flanking. You gain flanking when your ally is 5 ft off of the normal flanking spot. That ally must still be within five feet of the enemy.
Greater Momentum[edit]
At the 14th level, you can use momentum even when you are not moving. You can use Momentum on flanked creatures without the need for be using Charge.
Additionally, you learn one new momentum option. Whenever you use momentum, you can choose which of the two you want to use.
Nowhere to Run[edit]
At the 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.
Blessed [edit]
You have been blessed by some great power, It could be the wind, nature, StarClan, great cats, or just pure luck. Regardless, you are a very fortunate person.
- Vigilant Blessing
At the 3rd level, your blessing has given you an edge over possible dangers. You gain a vigilant blessing from a twilight cleric.
- Blessing of the Trickster
At the 3rd level, you gain the blessing of the trickster from a trickery cleric.
- Favored by the Gods
At the 7th level, divine power guards your destiny. You gain a favored by the gods from a divine soul sorcerer.
- Protection from Good and Evil Fate
At the 7th level, you can prevent good and evil fates in play. You gain restore balance from clockwork sorcerer
- Blessing of Knowledge
At the 10th level, you are blessed by knowledge. You gain Blessing of Knowledge from knowledge cleric.
- Bend Luck
At the 14th level, you have the ability to twist fate using your blessings. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction to roll 1d8 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.
You can use this feature once until you need a short or long rest to recharge.
- Unearthly Recovery
At the 18th level, you gain the ability to overcome grievous injuries. You gain an unearthly recovery from a divine soul sorcerer.
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.
Level | Cantrips Known | Spells Known | Magic Points | Spell Level |
---|---|---|---|---|
3 | 2 | 2 | 2 | 1 |
4 | 2 | 2 | 2 | 1 |
5 | 2 | 3 | 3 | 1 |
6 | 2 | 3 | 4 | 1 |
7 | 2 | 4 | 4 | 2 |
8 | 2 | 4 | 5 | 2 |
9 | 2 | 5 | 6 | 2 |
10 | 3 | 5 | 6 | 2 |
11 | 3 | 6 | 7 | 2 |
12 | 3 | 6 | 8 | 2 |
13 | 3 | 7 | 8 | 3 |
14 | 3 | 7 | 9 | 3 |
15 | 3 | 8 | 10 | 3 |
16 | 3 | 8 | 10 | 3 |
17 | 3 | 9 | 11 | 3 |
18 | 3 | 9 | 12 | 3 |
19 | 3 | 10 | 12 | 4 |
20 | 3 | 11 | 13 | 4 |
- Spellcaster
At the 3rd level, Starclan has shown the way of divine magic.
- Cantrips
You learn two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at the 10th level.
- Spell Points
The Starclan's Chosen Spellcasting Table shows how many magic points you have to cast your cleric spells of 1st level and higher. To cast one of these cleric spells, you must expend a magic points equal to the spell's level + 1. The highest spell's level that you can use is shown in the Spell Level column of the Starclan's Chosen Spellcasting Table.
For example, if you know the 1st-level spell bless and the highest spell level is 2, you can cast bless as a 1st level spell by spend 2 magic points or 2 level spell by spending 3 magic points.
- Spells Known of 1st Level and Higher
You know three 1st-level cleric spells of your choice, two of which you must choose from the divination or enchantment spells on the cleric spell list.
The Spells Known column of the Starclan Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be a divination or enchantment spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at the 8th, 14th, and 20th levels can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots, and it must be a divination or enchantment spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
- Spellcasting Ability
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 Abjure the Evil
As an action, each aberration, elemental, fey, fiend, or undead within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly end its move in a space within 30 feet of you. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can take the Dodge action.
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.
Chase Evil[edit]
At the 14th level, your supernatural focus helps you close off a foe’s retreat. When you hit a creature with an opportunity attack, you can move up to your speed immediately after the attack and as part of the same reaction. If the creature is aberration, elemental, fey, fiend, or undead, you move up to twice your speed. This movement doesn’t provoke opportunity attacks.
- Starclan Intervention
At the 18th 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.
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.
- Come over here
Once per turn when you hit a creature with your weapon expertise, you can expend one spell slot to deal necrotic damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. When you deal damage, the creature is pulled or pushed 10 ft.
- Quick like the wind
Whenever you get a successful hit with your weapon expertise, you gain extra 5 ft of movement until the end of your turn.
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).
- Forest Boon
At the 18th 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[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 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 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.
Healer's Dash[edit]
At the 10th level, you use your speed to help others. As a bonus 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 1d6 + your Intelligence modifier (minimum of 1 hit point). A creature can receive this healing only once whenever you take this action.
You can use this once per short or long rest. At 18th level, you can use it twice per rest.
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.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Wind Warrior Cat class, you must meet these prerequisites: Dexterity 13
Proficiencies. When you multiclass into the Wind Warrior Cat class, you gain the following proficiencies: light armor
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