Guardian Cat (5e Class)

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Guardian Cat[edit]

"We don't all dream of being a warrior. We're healers, not fighters, and we managed to live in peace before you arrived. Not every argument needs to be settled with claws."

— Fierce to Tigerheart

What is a Guardian Cat?[edit]

The guardian cats live in a city in the basement of a church-like building. They take in and treat sick cats and are generally peaceful without an established territory. They are all equals and do not have a ranking system, though the others often look to a certain wise or charismatic cat. All cats share responsibilities, though some take specialized roles depending on what their skills. However, all cats tend to the sick and injured. Cats with permanent injuries stick around forever. A stray named Pumpkin taught them about about herbs before traveling onward, and the guardian cats advanced their medicinal knowledge after. The guardian cats are also masters of navigating the city and are at ease walking near Twolegs (humanoid), unlike Clan cats

Creating a Guardian Cat[edit]

Why did you learn about healing? What is your passion? Did you join guardians when you were hurt or a love one was hurt? What was the worst injury you have seen or treated? How did you resolve a problem peacefully?

Quick Build

You can make a Guardian Cat quickly by following these suggestions. First, Charisma should be your highest ability score, followed by dexterity or strength. Second, choose the acolyte background. Third, choose <!-elaborate on equipment choices->

Class Features

As a Guardian Cat you gain the following class features.

Hit Points

Hit Dice: 1d8 per Guardian Cat level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Guardian Cat level after 1st

Proficiencies

Armor: light, medium, and heavy amor, shield
Weapons: Simple and martial weapons
Tools: none
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Intimidation, Medicine, Persuasion, and Religion

Equipment

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

Table: The Guardian Cat

Level Proficiency
Bonus
Features Talents Known
1st +2 Healing Salve, Herb Professional, Guardian Talent 1
2nd +2 Magically Gifted, Beginner's Potion, Left Over Potion 1
3rd +2 Doctor's Health, Doctor's Oath 1
4th +2 Ability Score Improvement 1
5th +3 Protection Potion, Alchemical Savant 1
6th +3 Diagnosis 2
7th +3 Doctor's Oath Improvement 2
8th +3 Ability Score Improvement 2
9th +4 Beneficial Potion 2
10th +4 Aura of Health 2
11th +4 Magically Gifted Improvement 3
12th +4 Ability Score Improvement 3
13th +5 Major Potion 3
14th +5 4
15th +5 Doctor's Oath Improvement 4
16th +5 Ability Score Improvement 4
17th +6 Master Potion, Major Potion Improvement 4
18th +6 Aura Extension 4
19th +6 Ability Score Improvement 4
20th +6 Doctor's Oath Improvement, Master Potion Improvement 4

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 short or long rest. With that pool, you can restore a total number of hit points equal to your Guardian Cat level.

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.

Guardian Talent[edit]

At 1st level, each Guardian Cat learn and talented in different things. guardian talents is the features and abilities you learn from other Guardian Cat. You gain one guardian talents of your choice. When you gain certain Guardian Cat levels, you gain additional talent of your choice, as shown in the Talents Known column of the Guardian Cat table. A level prerequisite refers to your level in this class.

Some guardian talents use a DC or a spell saving DC. The DC for these talents are 8 + your charisma 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.

Magically Gifted[edit]

At 2nd level, you learn a few magical tricks here and there. You learn three cantrips from the cleric's spell list. You gain a fourth cantrip at 11th level.

Spellcasting Ability

Charisma is your spellcasting ability for your cleric spells, since your ability requires gaining knowledge from others. 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 cleric 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

Beginner's Potion[edit]

Starting at 2nd level, you learn to combine herbs and magic to create a potent potion. As an action you can create one Beginner's potion. It has the effect of your choice or roll 1d6 from the list of potions as seen in the Beginner's Potion.

You can use this feature once per short or long rest. Your Beginner potion naturally expires after a short or long rest.

Whenever you create a potion, you must have a herbalism kit or alchemist supplies. Your created potion must be placed in a contain, like a flask.

Some of your potions require a saving throw. The saving dc for your potions is 8 + your proficiency bonus + your Charisma modifier

A creature cannot be under the effects of two or more potions with duration at the same time. The newest potion overrides the effects of the older potion.

Using your Potions

As an action, a creature can drink the potion or administer it to an incapacitated creature.

As an action, a creature can make an improvised weapon attack with the potion that has a throwing range of 20/ 60 ft. It treats the creature that has been hit as the drinker of this potion. If the potion is explosive and it miss, place the center of the explosion at any location within 5 ft of the original target that the thrower can see. You are always have proficiency to throwing potions

As an action, a creature can throw an explosive potion to any empty spot within 60 ft. The potion shatters at that location and creates the explosion at that location.

Beginner's Potion
d6 Effect
1 Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute. Additionally, drinker cannot be frightened.
2 Healing The drinker regains a number of hit points equal to 2d4 + your Intelligence Modifier. If thrown, it heals 1d4 + your Intelligence Modifier
3 Explosive Dark Energy The drinker erupts with tendrils of dark energy. All creatures within 10 feet of drinker makes a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.
4 Simple Transformation The drinker's body is transformed as if by the Alter Self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes.

"If it is odd, it taste odd and you throw it away. If it is even, it taste even better with a bit of honey"

-an old poem to remember which potion is safe to drink

Left Over Potion[edit]

At 2nd level, you can scape together enough ingedents for a single potion. Whenever you finish a long rest, you can magically produce a left over potion in an empty container you touch. Roll on any of the Beginner's Potion table for the left over's effect. Unlike most of the potions that you create, this one does not expire until you complete a long rest.

As you gain levels in this class, you gain access to more powerful potions. You can roll on those potion's tables instead of the Beginner's Potion table.

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 Oath of the Healer, Oath of the Fighter, and Oath of the Hunt, all 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 an oath 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.

Protection Potion[edit]

Starting at 5th level, you use herbs and magic to create a protective and toughening potions. As an action you can create one Protection potion. It has the effect of your choice or roll 1d6 from the list of potions as seen in the Protection Potion.

You can use this feature once per short or long rest. Your Protection potion naturally expires after a short or long rest.

Protection Potion
d6 Effect
1 Resilience. The drinker gains a +1 bonus to AC for 1 hour.
2 Regeneration The drinker regains a number of hit points equal to 1d4. For 1 minute, at the start of the drinker's turn, they regain 1d4 hit points.
3 Explosive Void A void of 20 ft radius centered on the drinker. Any creature inside it is blind and treat all area as difficult terrain. Any creature that starts its turn in the area takes 1d6 necrotic damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 1d6 acid damage. These effects end at the end of the drinker's (or thrower's) next turn.
4 Tree Transformation The drinker's skin turn into bark and hair into leaves for 1 hour. The drinker the target's AC can't be less than 15, regardless of what kind of armor it is wearing.

Additionally, as an action, the drinker cast an illusion on themself to appear like a normal tree or bush. This illusion breaks if the drinker moves, attacks, or cast a spell. A creature that uses its action to examine the plant can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC.

Alchemical Savant[edit]

At 5th level, you've developed masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you craft a potion or cast a cantrip, you gain a bonus to one roll of the potion or cantrip. That roll must restore hit points or be a damage roll that deals acid, necrotic, or poison damage, and the bonus equals your Charisma modifier (minimum of +1).

Diagnosis[edit]

At the 7th level, you hone your senses to better help others. You can see all creature's current hit points, maximum hit points, and any non-magical status effects.

Beneficial Potion[edit]

Starting at 9th level, you learn to create only beneficial potions that are always safe to drink. As an action you can create one Beneficial's potion. It has the effect of your choice or roll 1d6 from the list of potions as seen in the Beneficial's Potion.

You can use this feature once per short or long rest. Your Beneficial potion naturally expires after a short or long rest.

Beneficial Potion
d6 Effect
1 Universal Tongue The drinker can speak and understand all languages, animals, plants, and dead that has died within the last day. This potion effects end when drinker speak 20 words or 1 minute has passed
2 Divine Aura The drinker radiates healing energy radiates in an aura with a 30-foot radius. For 1 minute, the aura moves with drinker, centered on drinker. Drinker can use a bonus action to cause one creature in the aura (including drinker) to regain 2d6 hit points.
3 Acid Wave The drinker conjure up a wave of acid that crashes down on an area that is up to 120 ft away. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 acid damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The acid then spreads out across the ground in all directions, disolving any unprotected metal, with a value less than 1 gd, in its area and within 30 feet of it, and then it vanishes.
4 Vampire Transformation The drinker grows fangs that are unarmed attack. When the fangs hit a creature, the target takes additional 2d6 necrotic damage, and drinker regain hit points equal to half the amount of necrotic damage dealt. This last for 1 minute.

Aura of Health[edit]

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.

Major Potion[edit]

Starting at 13th level, you create a powerful potions. As an action you can create one Major's potion. It has the effect of your choice or roll 1d6 from the list of potions as seen in the Major's Potion.

You can use this feature once per long rest. Your Major potion naturally expires after a short or long rest.

At 17th level, you can use this feature once per short or long rest.

Major Potion
d6 Effect
1 Swiftness. The drinker gains 30 temporary hitpoints and drinker's walking speed becomes 70 feet for 1 hour.
2 Heal the Masses The drinker cast healing word at 2nd level at will for 1 minute. The drinker uses your charisma modifier as their spellcasting ability for the healing word.
3 Explosive Vitriolic The drinker causes an emerald explodesion in a 20-foot-radius sphere centered on themself. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and another 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.
4 Spirit Transformation The drinker appear to transform into a horrifying spirit. For 10 minutes, any attack that the drinker make deals 2d8 extra nectrotic damage when drinker hit a creature within 10 feet of drinker. Any creature that takes this damage can’t regain hit points until the start of drinker's next turn.

In addition, any creature of drinker's choice that drinker can see that starts its turn within 10 feet of drinker has its speed reduced by 10 feet until the start of drinker's next turn.

Master Potion[edit]

Starting at 17th level, you create the most powerful potion. As an action you can create one Master's potion. It has the effect of your choice or roll 1d6 from the list of potions as seen in the Master's Potion.

You can use this feature once per long rest. Your Master potion naturally expires after a short or long rest.

At 20th level, you can use this feature once per short or long rest.

Master Potion
d6 Effect
1 Negative Energy The drinker must make a Constitution saving throw, taking 5d12 necrotic damage on a failed save, or half as much damage on a successful one. A target killed by this damage rises up as a zombie at the start of the next turn. The zombie pursues whatever creature it can see that is closest to it.

If you target an undead with this spell, the target doesn’t make a saving throw. Instead, roll 5d12. The target gains half the total as temporary hit points.

2 Heal The drinker regain 60 hit points. This potion also ends blindness, deafness, and any diseases affecting the drinker. This potion has no effect on constructs or undead.
3 Explosive Poisonous Fog The drinker create a 20-foot-radius sphere of poisonous, yellow-green fog centered on the drinker. The fog spreads around corners. It lasts for the 10 minutes or until strong wind disperses the fog. Its area is heavily obscured.

When a creature enters the fog's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.

The fog moves 10 feet away from drinker (or thrower) at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.

4 Shadow Transformation The drinker is wrapped in darkness and they become heavily obscured to others for 10 minutes. The shadows turn everything within 10 feet of drinker into darkness.

Until the potion ends, drinker have resistance to necrotic damage and advantage on stealth rolls. In addition, whenever a creature within 10 feet of drinker hits drinker with an attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage.

Aura Extension[edit]

At 18th level, your aura abilities are increased to 30 ft.

Guardian Talents[edit]

Fighting Style

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.

Cantrip Master

You expand your selection of cantrips. You learn two cantrips from any spell list. It does not have to come from the same spell list.

6th level[edit]

Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Aura of Protection

Whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

At 18th level, the range of this aura increases to 30 feet.

11th level[edit]

Restorative Herbs

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.

Aura of Courage

You and friendly creatures within 10 feet of you can't be frightened while you are conscious.

At 18th level, the range of this aura increases to 30 fee

14th level[edit]

Potion Master

You can create the best potions. You gain Chemical Mastery from Alchemist Artificer.

Poisonous Smite

You are so suffused with knowlege of poison that all your melee weapon strikes carry poison with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 poison damage.

Cleansing Touch

You can use your action to end one spell on yourself or on one willing creature that you touch.

You can use this feature twice. You regain expended uses when you finish a short or long rest.

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

Oath of the Healer[edit]

You swore to heal the sick and the injured. Despite Guardian are well known for their healing abilities, you only make a small portion of the population. And yet, you help Guardians stay healthy and open to the sick.

Healer's Oath: I swear to help the ones in need and open my arms to my friends, strangers, and enemies alike.

Channel Divinity

At 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Turn the Tide. As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points.

Watcher’s Will You can use your Channel Divinity to invest your presence with the warding power of your faith. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, you and the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws.

Aura of the Guardian

Starting at 7th level, you can shield others from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way.

At 18th level, the range of this aura increases to 30 feet.

Protective Spirit

Starting at 15th level, a holy presence mends your wounds in battle. You regain hit points equal to 1d6 + half your Guardian level if you end your turn in combat with fewer than half of your hit points remaining and you aren’t incapacitated.

Elder Champion

At 20th level, you can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or moss-like, or you might sprout antlers or a lion-like mane.

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • At the start of each of your turns, you regain 1d10 hit points.
  • You can use any items as a bonus action

Once you use this feature, you can’t use it again until you finish a short or long rest.

Oath of Fighting[edit]

A successful group of cats requires fighters to intimidate loners and guards to protect the camp and the weak. Even with Guardians are peace loving group, they are open to all cats. Even cats with strong combat experience. While you may desire to fight, your ultimate goal is to resolve problems before it becomes a fight.

Fighter's Oath: I swear that I will protect the weak with words first and only then I will use violence.

Channel Divinity

At 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Emissary of Peace. You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes.

Champion Challenge. As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can’t willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.

Aura of the Sentinel

Starting at 7th level, you emit an aura of alertness while you aren’t incapacitated. When you and any creatures of your choice within 10 feet of you roll initiative, you all gain a bonus to initiative equal to your proficiency bonus.

At 18th level, the range of this aura increases to 30 feet.

Supernatural Resistance

At 15th level, you gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

Emissary of Guardian

At 20th level, you become an avatar of protection, which gives you two benefits:

  • You gain truesight with a range of 120 feet.
  • You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects) with the exception of radiant and necrotic damage.
  • Whenever a creature hits you with an attack, choose a creature within 30 ft of you (including yourself). They gain temporary hit points equal to half the damage you take from the attack.

If you attack a creature, cast a spell on it, or deal damage to it by any means, neither benefit works against that creature until you finish a long rest.

Oath of the Hunt[edit]

With so many hungry mouths that are too sick, weak, old, busy, or injured, it is up to you to keep them fed. While it is your primary job is to hunt, after killing dangerous creatures for food, you can hold yourself in a fight.

Hunt's Oath: I swear that I will bring food for the one that are not hunting without hurting others or causing trouble.

Channel Divinity

At 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Nature’s Wrath. You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.

Vow of Enmity. As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.

Relentless Avenger

By 7th 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 half your speed immediately after the attack and as part of the same reaction. This movement doesn’t provoke opportunity attacks.

Soul of Vengeance

At 15th level, Starting at 15th level, the authority with which you speak your Vow of Enmity gives you greater power over your foe. When a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range.

Exalted Champion

At 20th level, your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 hour:

  • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
  • Your allies have advantage on death saving throws while within 30 feet of you.
  • You have advantage on Dexerity saving throws, as do your allies within 30 feet of you.

This effect ends early if you are incapacitated or die. Once you use this feature, you can’t use it again until you finish a long rest.

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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