Ancient Cat, Warrior Cat Edition (5e Race)

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Ancient Cat[edit]

Physical Description[edit]

They look like normal wlld house cats.

History[edit]

The Ancients lived in three Tribes, and they had scattered well before the Clans came to the lake. One of the Ancient Tribes are the ancestors of the Tribe of Rushing Water. Modern cats have no knowledge of these ancient cats.

Society[edit]

The Ancients had a leader, but they could step down from their position whenever they wanted, and name their successor. Knowledge of herbs was shared between a few cats, and each cat hunted for themselves, unlike the Clans. If there was enough food, the elders could have it. However, at some point before the cats had scattered and they had still been Tribes, they had been lead by an appointed Healer, that both led the Tribe and held knowledge of herbs. Only if prey was left over would it be given to a different cat.

The majority of the Ancient Tribes were made up by sharpclaws; the equivalent of Clan warriors. Young cats training to be sharpclaws were called softpaws, similar to apprentices), and were also given a tutor. When a softpaw was ready to become a sharpclaw, they had to undergo a rite of passage: to go down in a network of deep tunnels and find their way out. Those who found their way out passed the test and were promoted to sharpclaws; while those who got lost eventually perished.

Like the Tribe of Fishing water, they believe in Tribe of Endless Hunting.

Ancient Names[edit]

The names of the Ancients are all two word constructions, relating to nature and often describing the cat's appearance as well. The names of Ancients do not change throughout time, unlike that of Clan cats

Male: Furled Bracken, Fish Leap, Fallen Leaves, Running Horse, and Dark Whiskers

Female: Broken Shadow, Cloudy Sun, Dawn River, Owl Feather, and Shy Fawn

Ancient Cat Traits[edit]

house cat from long ago abilities= One of your abilities is increased by 1. This can not cause your total ability score to be increased by 3.
Ability Score Increase. Age. Ancient Cats reach maturity at around a year and can live for up to 18 years.
Alignment. Ancient Cats can be from any alignment.
Size. Ancient Cat varies widely in height and build, from 7-10 pounds and 6-10 inches tall. Your size is Small or Medium.
Speed. Your base walking speed is 30 feet. Due to your claws, you have 20 ft climbing speed.
Humanoid in a Beast World. Your creature type is Beast. While you do not have humanoid size nor shapes, you have the humanoid creature type as you are the "humanoid" of this world.
Ultra-low Light Vision. You have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light. You can see the darkness within 60 ft as if it were dim light. You can't discern color in darkness, only shades of gray. Unlike darkvision, you require some light to see A few stars in the sky is enough to light to see properly.
Cats Always Land on Four Paws. When you take fall damage, remove 5 ft from the fall distance as long you land on your four feet.
Cat's Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Cat's Bite. Your bite are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed.
Languages. You can speak, read, and write Common and "feline."
Subrace. Windy Moorland Tribe, Flowing Swamp Tribe, Creaking Forest Tribe, Tunnel Runner, Lion Decedent, Tiger Decedent, and Leopard Decedent.

Windy Moorland Tribe[edit]

Tribes have never been officially named. This tribe is known to live on the moorland. This is the the tribe that will migrate to the mountains and become the Tribe of Rushing Water. Out of the three ancient tribes, they are the smallest and fastest.

Ability Score Increase. Your Wisdom score increases by 2
Give Chase. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
Natural Hunter. You have an advantage on all checks to hunt and kill prey (Beast Creatures with CR 0).
Moorland Runner. Your base speed is increased to 35 ft.
Bird Killers. Whenever you make a long or high jump, you can roll a d8 and add the number to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal.

Flowing Swamp Tribe[edit]

Tribes have never been officially named. This tribe is known to live on the swamp.

Ability Score Increase. Your Strength score increases by 2
Webbed Feet. You gain 30 ft swimming speed
Brave. You have advantage on saving throws you make to avoid or end the frightened condition on yourself.
Mighty Cats. The variable on diet made these cats extremely healthy. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Creaking Forrest Tribe[edit]

Tribes have never been officially named. This tribe is known to live on the forrest.

Ability Score Increase. Your Dexterity score increases by 2
Sneaky. You are proficient in the Stealth skill. In addition, without squeezing, you can move through and stop in a space large enough for a Small creature.
Natural Night Hunter. Ultra-low light vision is increased to 120 ft
Striped Pelt. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Menacing. You are proficient in the Intimidation skill.

Tunnel Runner[edit]

In every tribe, there are a few that are willing to risk running through the maze of tunnels.

Ability Score Increase. Your Intelligence score increases by 2
Labyrinthine Recall. You always know which direction is north, and you have advantage on any Wisdom (Survival) check you make to navigate or track.
Running in Tunnel. When you are in a area where you cannot jump, you movement speed is increased by 5 ft and your ac is increased by 1.

Mythical Clans[edit]

It is a popular belief that cats come from the three big cats: lions, tigers, and Leopards. In the clan, they are described groups of these great cats as Lionclan, Tigerclan, and Leopardclan.

Lionclan Descendent[edit]

You express the lion traits more than most cats. Lions are known to be brave and strong,

Ability Score Increase. Your Strength score increases by 2
Lion's Roar. As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. Once you use this trait, you can't use it again until you finish a short or long rest.
Brave. You have advantage on saving throws you make to avoid or end the frightened condition on yourself.

Tiger Descendent[edit]

You express the tiger traits more than most cats. Tiger are known to see well in the dark and hiding from prey.

Ability Score Increase. Your Dexterity score increases by 2
Surprise Attack. If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.
Natural Night Hunter. Ultra-low light vision is increased to 120 ft
Striped Pelt. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Leopard Descendent[edit]

You express the leopard traits more than most cats. Unlike the other subraces, this is purely your blood. Leopards are known to be fast and best at hunting.

Ability Score Increase. Your Wisdom score increases by 2
Feline Agility. Your reflexes and agility allow you to move with a burst of speed. 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.
Natural Hunter. You have an advantage on all checks to hunt and kill prey (Beast Creatures with CR 0).
Leopard's Speed. Your base speed is increased to 35 ft.


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