Loner Cat (5e Class)
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Life as a Loner
Loners are often lone wolves. They often travel alone, in pairs, or in small groups. They live a harsh life.
Loners that live away from twolegs or unable to receive help from them, struggle to live. There is too many cats for such little amount of food. Only the strong will survive. They often wander to find new food or stray in a general area to pick up somewhat reliable food source.
Not all loners live a harsh life. Some loners are lucky enough for twolegs (humanoid) to give out free food or live somewhere like a barn where prey is plentiful. These loners prefer to stay close to a dependable food source and shelter. Often these locations do not provide enough food to support more than a few cats. While it can be a bit lonely, a good source of food is always welcomed.
Creating a Loner Cat
What drives you to be alone? Is it that you prefer to be alone or never got the chance to be part of something bigger? What happened to your family and friends? What did you do to survive? Did you ever got lucky enough to receive food from twolegs (human) or a food plentiful location?
- Quick Build
You can make a Loner Cat quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the feral background (Paw). Third, choose greataxe and two handaxe
As a Loner Cat you gain the following class features.
- Hit Points
Armor: Light and medium armor, shields
Weapons: Simple weapons, martial weapons
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a greataxe or (b) any martial melee weapon
- (a) two handaxes or (b) any simple weapon
- An explorer's pack and four javelins
|1st||+2||Rage, Unarmored Defense, Crow Food Eater||2||+2|
|2nd||+2||Reckless Attack, Primal Paths||2||+2|
|3rd||+2||Danger Sense, Twoleg Early Detection, Primal Knowledge||3||+2|
|4th||+2||Ability Score Improvement||3||+2|
|5th||+3||Extra Attack, Long Pounce||3||+2|
|6th||+3||Primal Paths Feature||4||+2|
|7th||+3||Feral Instinct, Instinctive Pounce||4||+2|
|8th||+3||Ability Score Improvement||4||+2|
|10th||+4||Primal Paths Feature, Primal Knowledge Improvement||4||+3|
|12th||+4||Ability Score Improvement||5||+3|
|13th||+5||Ever Changing Rage||5||+3|
|14th||+5||Primal Paths Feature||5||+3|
|16th||+5||Ability Score Improvement||5||+4|
|19th||+6||Ability Score Improvement||6||+4|
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits if you aren't wearing heavy armor:
- You have advantage on Strength checks and Strength saving throws.
- When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a loner, as shown in the Rage Damage column of the Loner table.
- Choose one: bludgeoning, piercing, and slashing damage. You have resistance to the chosen damage type.
While raging, you can use your bonus action to change one of the damage types that you are resistant to. When you do this change, there is no visual or sound that signals that you changed the damage type.
If you are able to cast spells, you can't cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Once you have raged the number of times shown for your loner level in the Rages column of the Loner table, you must finish a long rest before you can rage again.
Crow Food Eater
At 1st level, you spend most of your life not being picky about what you eat. This causes your body to be used to eating Crow Food (spoiled food). You have an advantage on all checks against ingested poison and disease.
At the 2nd level, you chose Primal Paths. Choose between Path of Rogue and Path of Scavenging, all detailed at the end of the class description. Your choice grants you features at 2nd and again at 6th, 10th, and 14th levels.
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
At the 3rd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger.
Twoleg Early Detection
At the 3rd, your Danger Sense is not only for unexpected dangers. You spend a lot of time getting away from dogs and twolegs (humanoid). You have advantage to perception checks against twolegs. Your passive perception is increased by 5 for detecting twolegs. To gain this benefit, you can't be blinded, deafened, or incapacitated.
At the 3rd level, you gain proficiency in one skill of your choice from the list of skills available to Loner at 1st level.
You gain the 2nd skill at the 10th level.
Ability Score Improvement
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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
At 5th level, you can pounce farther than most creatures. Your long jump is increased by 15 ft if your long jump ends within 5 ft of a creature.
Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.
At 7th level, as part of the bonus action you take to enter your rage, you can move up to half your speed.
Starting at 9th level, you are more resistant to incoming damage. When you rage, you pick two instead of one damage type to be resistant to from your Rage and from your subclass.
Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
Ever Changing Rage
By 13th level, your rage becomes easier to control. When you are about to take damage, you can use your reaction to change one of the damage types that you are resistant to. When you do this change, there is no visual or sound that signals that you changed the damage type.
Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.
At 17th level, your rage can grant you abilities to overcome your negative conditions. Once per rage, you can use your bonus action to gain one of the following effects until your rage ends
- I Still See You: You gain 20 ft of blindsight and 5 ft of truesight.
- I Still Fearless and Heartless: You no longer can identify people. You cannot tell the difference between foe and ally. You are immune to frighten and charmed.
- I Still can Hit: You cannot get disadvantage on attack rolls
- I Still can Fight: Whenever you become incapacitated by a condition's effect, you can trigger Relentless Rage. If you pass, you are not incapacitated.
- I Still Deal Damage: You change the damage type of your weapon(s) or unarmed attack to one of the damage types that you are resistance to.
- I Still can Move: With this bonus action, you teleport up to 20 feet to an unoccupied space you can see. You can use this effect again on each of your turns as a bonus action.
Beginning at 18th, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.
Rage burns in every Loner Cat’s heart, a furnace that drives him or her toward greatness. Different Loner Cat's attribute their rage to different sources, however. For some, it is an internal reservoir where pain, grief, and anger are forged into a fury hard as steel. Others see it as a spiritual blessing.
Path of Rogue 
When a loner becomes too brave or desperate, they steal food from other cats. Rogue is not a dnd class. It is term given by clan cats to describe a loner that causes trouble. You master the art of stealing food from other, more successful cats.
At 2nd level, you become expert in entering into other's land. As long as you are inside someone else's territory (usually marked by sent lines, claw marks, and walls), you gain the following features:
- You have advantage on stealth checks
- You can take the disengage action as a bonus action
- You are aware if someone is watching you longer than 1 minute
At 2nd level, you find it easier to steal things from others. You gain proficiency in slight of hand, stealth, and thieves' tools.
At the 2nd level, you become more resistant to the dangers of entering unknown lands. Whenever you enter rage, you become resistant to one of the three damage types: poison, necrotic, or radiant.
Quick Get Away
At 6th level, you can get out of trouble, quickly. While raging, your movement is increased by 10 ft and attacks of opportunity has disadvantage to hit you.
Additionally, you can maintain your rage as long as someone is actively chasing you.
Snach and Run
At 10th level, you become expert at stealing then running away. As a bonus action, you can preform a disarm or steal an item from a creature. If you succeed, you have that item in your hand and gain double movement until end of your turn.
At 14th level, you disbelieve in magic. As reaction, you become immune to a triggering spell's damage and effects. Until long rest, you cannot be effected by that spell. You can use this feature once per turn.
Path of Scavenging 
Not all loners have a harsh life. Cats that live near twolegs (humanoid) can have a better time surviving. They spend more time with around twolegs than most cats.
The main difference between Kittypet and Loner is how a twoleg interacts with the cat and how comfortable the cat is around twolegs. Kittypet, despite its name, does not mean that they are owned by a twoleg. They are fed by twolegs are quite friendly with them. Some of the houseless kittypets would allow the twoleg to pick them up.
Loners tend to be afraid of twolegs. They still believe that twolegs are strange and dangerous creatures. They may eat food left by twolegs but they do not interact with twolegs.
At the 2nd level, kittypets are not the only own whom steal and use items from twolegs. It is a bit harder for a loner to steal and utilize such items compared to kittypet. You gain from Kittypet. You only have one item.
At the 2nd level, most loners find it easier to draw rage from raw emotions. Being smarter than your peers, you can bring a calm rage from your very mind. While you’re raging, you can use intellegence instead of strength for your attacks. You still can use Reckless Attack and add your rage bonus to that attack.
At the 2nd level, you become more resistant to the outdoors. Whenever you enter rage, you become resistant to one of the three damage types: poison, fire, or cold.
Weaken the Mind
At the 6th level, your calm rage can cause other creatures to lose their mind. While you’re raging, the first creature you hit on each of your turns with a weapon attack takes extra physic damage equal to 1d6 + half your loner level.
The next time that creature makes a save against charm or frighten, subtract your rage damage modifier to that roll. This effect ends at the start of your turn.
Identity Twoleg Items
At the 10th level, you learn dark magic to better understand twoleg items. During short rest, you can start the dark ritual with a twoleg item. You make an arcana (twoleg) check. If you preform this ritual in the same location that item comes from or found, you have an advantage on the roll. You can see flashes of visions of cat or twoleg interacting with the item in the past. The higher the result of the roll, the clearer and more far back the visions become.
Additionally, you gain proficiency in arcana (twoleg).
At the 14th level, while you are raging, your mind becomes sharper. If you fail a check or saving throw relating intelligence while you’re raging, you can use your reaction to reroll it, and you must use the new roll.
HB or Official Babarian Subclass 
You can use any HB (with the usual approval of GM) and official subclasses for barbarian.
You treat barbarian subclass' 3rd level feature(s) and 2nd level feature(s) for this class.
Subclass' gained damage resistance cannot grant resistances to damage types in Rage or Elemental Resistance features. Damage immunity still work as normal.
All subclasses gain this feature below:
- Elemental Resistance
At 2nd level, you become more resistant to more uncommon damage types. When you gain this subclass, you or GM choose three damage types that is not bludgeoning, piercing, or slashing. Whenever you enter rage, you become resistant to one of the three damage types.
Prerequisites. To qualify for multiclassing into the Loner Cat class, you must meet these prerequisites: Str 13
Proficiencies. When you multiclass into the Loner Cat class, you gain the following proficiencies: shields, simple weapons, and martial weapons