Wind Warrior Cat (5e Class)

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Wind Warrior Cat[edit]

<!-Introduction Leader->[edit]

Creating a Wind Warrior Cat[edit]


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 (Paw). Third, choose <!-elaborate on equipment choices->

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
Weapons:
Tools:
Saving Throws: Dexterity, Charisma
Skills:

Equipment

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

Table: The Wind Warrior Cat

Level Proficiency
Bonus
Features Charging Extra Damage Unarmored Movement
1st +2 Charge, Nimble Action 1 -
2nd +2 [[#|]], Unarmored movement 2 10
3rd +2 Skirmisher 3 10
4th +2 Ability Score Improvement 4 10
5th +3 Accurate Charge 5 10
6th +3 6 15
7th +3 Momentum 7 15
8th +3 Ability Score Improvement 8 15
9th +4 Improved Critical 14 15
10th +4 15 20
11th +4 Improved Charge 17 20
12th +4 Ability Score Improvement 18 20
13th +5 Nimble Paws 20 20
14th +5 21 25
15th +5 Slippery Mind 23 25
16th +5 Ability Score Improvement 24 25
17th +6 Second Charge 26 25
18th +6 27 30
19th +6 Ability Score Improvement 29 30
20th +6 Opening Charge 30 30

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, you can use your action to make an attack against that enemy that will deal extra damage equal to your level.

Nimble Action[edit]

At 1st level, you can preform dash or disengage as a bonus action.

<!-Subclass Feature->[edit]

At 2nd level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. Choose between <!-list the subclass options->, all detailed at the end of the class description. Your choice grants you features at 2nd and again at 6th, 10th, 14th, and 18th level.

Unarmored Movement[edit]

At 2nd 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.

Skirmisher[edit]

Starting at 3rd level, you are difficult to pin down during a fight. 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.

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.

Accurate Charge[edit]

At 5th level, you become better at aiming your Charge. The charge's attack has increase by 2 to hit an enemy.

Momentum[edit]

At 7th level, you are able to transfer some of the momentum of your charge to a unlucky victim. After a hit on charge attack, you may use your bonus action to trigger your momentum. Choose one of the momentum features from below. You can replace your momentum option after leveling up.

Get Away!

The creature makes a dexterity saving throw vs proficiency bonus + dexterity or strength modifier or be pushed away from you equal to half of amount of distance of your charge. If a the creature is forcibly stopped before reaching to the end of the push, like hitting a tree or another creature, they both take your proficiency bonus in bludgeoning damage.

Get Off

The creature makes a dexterity saving throw vs proficiency bonus + dexterity or strength modifier or be pushed away from you by 5 ft and become prone.

Sand Attack

The creature makes a constitution saving throw vs proficiency bonus + dexterity or strength modifier or be blinded until start of your next turn or they use action to rub out the sand from their eyes.

Shock and Awe

The creature makes a constitution saving throw vs proficiency bonus + dexterity or strength modifier or be stunned until start of their turn.

Left hook

You make another weapon or move attack against the creature. You do not add extra damage from charge.

What?

All hostile creatures with 30 ft of the original creature makes a wisdom saving throw vs proficiency bonus + dexterity or strength modifier or they cannot use any reaction until start of their turn.

Improved Critical[edit]

At 9th level, your weapon attacks score a critical hit on a roll of 19 or 20.

Improved Charge[edit]

At 11th level, you hit harder with your charge. It now deals an extra 1 and 1/2 of your level in damage.

Nimble Paws[edit]

At 13th level, you become too fast for enemies to hit you. After a charge, you don't get attacks of opportunity until start of your next turn.

Slippery Mind[edit]

At 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

Second Charge[edit]

At 17th level, after missing with the charge's attack, you may make another charge action to a different creature that is at least 20 ft away.

Opening Charge[edit]

At 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.

<!-Class Option 1->[edit]

<!-For subclasses introduce this class option here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Option 2->[edit]

<!-Introduce this subclass here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

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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