Guardian Cat (5e Class)
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Guardian Cat[edit]
What is a Guardian Cat?[edit]
Creating a Guardian Cat[edit]
- Quick Build
You can make a Guardian Cat quickly by following these suggestions. First, Charisma should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->
Class Features
As a Guardian Cat you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Guardian Cat level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Guardian Cat level after 1st
- Proficiencies
Armor: light, medium, and heavy amor, shield
Weapons: Simple and martial weapons
Tools:
Saving Throws:
Skills:
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Level | Proficiency Bonus |
Features | —Spell Slots per Spell Level— | ||||
---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | |||
1st | +2 | Healing Salve, Herb Professional, Fighting Style | — | — | — | — | — |
2nd | +2 | Spell Casting, Magic Potion | 2 | — | — | — | — |
3rd | +2 | Doctor's Health, Doctor's Oath | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 3 | — | — | — | — |
5th | +3 | Extra Attack | 4 | 2 | — | — | — |
6th | +3 | Alchemy and Magic | 4 | 2 | — | — | — |
7th | +3 | Doctor's Oath Improvement | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 4 | 3 | — | — | — |
9th | +4 | — | 4 | 3 | 2 | — | — |
10th | +4 | Aura of Health | 4 | 3 | 2 | — | — |
11th | +4 | Restoring Herbs | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 4 | 3 | 3 | — | — |
13th | +5 | — | 4 | 3 | 3 | 1 | — |
14th | +5 | Potion Master | 4 | 3 | 3 | 1 | — |
15th | +5 | Doctor's Oath Improvement | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 4 | 3 | 3 | 2 | — |
17th | +6 | — | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Arua Improvements | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Doctor's Oath Improvement | 4 | 3 | 3 | 3 | 2 |
Healing Salve[edit]
At 1st level, you create a perfect mixture to heal most wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your Guardian Cat level × 5.
As an action, you apply the healing salve and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
This feature has no effect on undead and constructs.
Herb Professional[edit]
At 1st level, you know about herbs more than anyone else. You know what each and every plant is and how they interact with creatures.
During short or long rest, you can use the available herbs to treat conditions and wounds of cats. As long you have the right herbs and the condition effect is non-magical, you can treat the spell casting modifier of conditions across any number of cats. Each treated cat makes a Constitution save with advantage vs a DC given by the GM for each treated condition. On a pass, the condition is removed or it becomes weaker (like slowly treating a disease).
You may spend five points from Healing Salve to automatically succeed on the roll.
Fighting Style[edit]
At 1st level, you adopt a 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.
- 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. 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 disadvantage on the attack roll. You must be wielding a shield.
Spellcasting[edit]
By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.
- Preparing and Casting Spells
The Guardian Cat table shows how many spell slots you have to cast your spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your Guardian Cat level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level Guardian Cat, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
- Spellcasting Ability
Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. 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 paladin 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
Magic Potion[edit]
Starting at 2nd level, you learn to combine herbs and magic to create a potent potion. You gain Experimental Elixir from Alchemist Artificer.
Doctor's Health[edit]
By 3rd level, your immune system has seen and fight off most diseases. You are immune to disease.
Doctor Oath[edit]
When you reach 3rd level, you swear the oath that binds you as a doctor forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. You chose a Doctor Oaths. Choose between , both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.
- Oath Spells
Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day.
If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.
- Channel Divinity
Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.
When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.
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.
Alchemy and Magic[edit]
Starting at 6th level, you can use alchemy to improve your magic. You gain Alchemical Savant from Alchemist Artificer.
Aura of Health[edit]
Starting at 10th level, your overwhelming amount of herbs makes illness hard to take hold. You and friendly creatures within 10 feet of you can't be poisoned or diseased while you are conscious. This does not impact existing poisoned or diseased.
At 18th level, the range of this aura increases to 30 feet.
Restorative Herbs[edit]
By 11th level, you can create better potions from your magic. You gain Restorative Reagents from Alchemist Artificer.
Additionally, if you craft a magic potion with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.
Potion Master[edit]
Beginning at 14th level, you can create the best potions. You gain Chemical Mastery from Alchemist Artificer.
Doctor's Oaths[edit]
Before start training in the more focused and powerful skills, each Guardian Cat must swore to a doctor's oath. Each focus has its own version of a doctor's oath
[edit]
HB or Official Paladin Subclass [edit]
You can use any HB (with the usual approval of GM) and official subclasses for paladin.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Guardian Cat class, you must meet these prerequisites: str 13 or dex 13 and char 13
Proficiencies. When you multiclass into the Guardian Cat class, you gain the following proficiencies:
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