Medicine Cat (5e Class)

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Medicine Cat[edit]

"The bond between medicine cats felt almost stronger than the bond between Clanmates. They shared knowledge and visions warriors would never experience. Their connection with Starclan tied them to one another almost like kin."

— Alderheart's thoughts in Darkest Night, page 119

What is a Medicine Cat?[edit]

In this world, animals, like cats, are as smart as humans. Some of the cats group up together and call themselves as clan cats. In these clans, there is one or two Medicine Cat(s). Unlike most of the clan cats, they are not trained for combat or hunting. Instead, they are the healers, herb gathers, and priest of the clan. In other words, the cleric from D&D.

The medicine cat serves the Clan as both their spiritual leader and healer, making them akin to the idea of a 'medicine man' in a tribal society. In addition to their responsibilities to their Clan, they have responsibility to one another and StarClan. They carry out their responsibilities to StarClan once every half-moon, meeting together to discuss matters privately and share dreams with StarClan. Clan leaders often rely on them to carry messages from StarClan, as medicine cats have a link no other cat has to their ancestors. In their role as spiritual leader, they teach the code, interpret omens and prophecies, and generally serve the Clan as a conduit between the earthly cats and their ghostly counterparts.

As a healer, they gather herbs and dispense them as an apothecary would. They handle diagnosis and treatment of both illness and injury for all the cats in the Clan. As a medicine cat, they are not allowed to have a mate or kits, but this rule has been broken by certain medicine cats (for example, Leafpool and Yellowfang). Medicine cats also exist outside of typical Clan rivalries in order to treat all cats fairly.

Medicine cats serve as the third-most powerful member in Clan hierarchy, falling behind the leader and deputy. As such, if the aforementioned individuals are unavailable, the medicine cat (typically the one with most seniority should one be present) serves as the acting leadership figure for the Clan until a suitable replacement is found.

Creating a Medicine Cat[edit]

What do you follow: Starclan (heaven), Dark Forest (hell), or neither? Why? Why do you choose the lonely path of Medicine Cat? Any negative or possitive event that has happened on your job?


Quick Build

You can make a Medicine Cat quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitutions. Second, choose the Medicine Cat background (Paw). Third, choose quarterstaff, scale mail, a light crossbow and 20 bolts, and a priest pack

Class Features

As a Medicine Cat you gain the following class features.

Hit Points

Hit Dice: 1d10 per Medicine Cat level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Medicine Cat level after 1st

Proficiencies

Armor: light and medium armor, and shield
Weapons: Simple weapons
Tools: Choose two from History, Insight, Medicine, Persuasion, and Religion
Saving Throws: Intelligence, Wisdom
Skills:

Equipment

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

  • (a) a quarterstaff or (b) any simple weapon
  • (a) scale mail or (b) leather armor
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a priest’s pack or (b) an explorer’s pack
  • A shield and a holy symbol

Table: The Medicine Cat

Level Proficiency
Bonus
Features Herbal Rest Die Number of Spell Slots Spell Slot Level
1st +2 Expert Herbalism, Enrich Food, Connection with Greater Power - - -
2nd +2 Healing Honey, Gift of Greater Power, Combat Field - 1 1
3rd +2 Channel Divinity, Combat Field improvement - 2 1
4th +2 Ability Score Improvement - 2 1
5th +3 Harm and Heal, Herbal Rest D6 2 2
6th +3 Good Honey, Combat Field improvement D6 2 2
7th +3 Medicine Talent, Channel Divinity (2 uses) D6 2 2
8th +3 Ability Score Improvement, Combat Field improvement D6 2 2
9th +4 D8 2 3
10th +4 Other Worldly's Invention D8 2 3
11th +4 Greater Honey D8 2 3
12th +4 Ability Score Improvement D8 2 3
13th +5 D10 2 4
14th +5 Final Medicine Talent D10 2 4
15th +5 Superior Honey D10 2 4
16th +5 Ability Score Improvement D10 2 4
17th +6 Combat Field improvement D12 2 5
18th +6 Channel Divinity (3 uses) D12 2 5
19th +6 Ability Score Improvement D12 2 5
20th +6 Power of Greater Power, Supreme Honey D12 2 5

Expert Herbalism[edit]

At 1st level, most of Medicine Cat's training is memorizing herbs and what they do. You know what each and every local plan is and how they interact with cats.

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 + your spellcasting modifier 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). The save is rolled with advantage if there is another medicine cat helping or in a well-stocked location (like medicine cat's den).

Enrich Food[edit]

At the 1st level, you can mix healing herbs into normal food to create healing food on the go. As an action and bits of healing herbs, you can turn a tiny edible item (it can be bird, mouse, leaf, or even other herbs) into Enrich Food. When a cat eats Enrich Food, they are restored their hit points equal to your proficiency bonus.

Enrich Food loses its healing property at dawn. You use this ability equal to your Medicine Cat levels per long rest.

Connection with Greater Power[edit]

Beginning at the 1st level, your belief changes your Medicine Cat features now and at future levels. A Medicine Cat be a follower of Starclan, Dark Forest, or Nature. Whenever you level up or after an important event has happened, it is possible to change your belief, with the GM's approval.

Starclan

A follower of Starclan try their best to help others and serve as the connection to Starclan (heaven). They are the priest of their clan. Almost all Medicine Cats are believers of Starclan, as such, most people believe that all Medicine Cats are followers of Starclan.

At 1st level, you become closer to Starclan. You can read signs sent by Starclan. The GM will inform you when you receive a sign. Signs are often vague warning or foreshadowing about the future. Additionally, sometimes when you are sleeping, especially in holy sites, you can talk with Starclan.

Dark Forest

A follower of Dark Forest (Hell) try their best to become as powerful as possible, no matter the method. They are serve frightening position in their clan.

At 1st level, you become closer to Dark Forest. Your dreams are "haunted" by the dark forest. Sometimes you receive dangerous training that creates wounds in the real world while other times, the cats of the dark forest grant you their dark knowledge.

Nature

A follower of Nature does not believe in the afterlife. Instead, they use a combinations of herbs and plants to create spell-like magic, similar to artificer's magic from D&D. They serve as a herbalist expert in their clan.

At 1st level, you disbelieve in any afterlife. Once per season (3 months), you can create your own sign from "Starclan". You have advantage on all rolls to convince others that you received a sign and all creatures have disadvantage to discover your lie.

If it becomes common knowledge that you fake the signs, you can no longer use this feature.

Healing Honey[edit]

At the 2nd level, you start experimenting with making Enrich Food last forever. During a short or long rest, you may apply rare herbs into a rare glob of honey. Creation of Healing Honey uses up Enrich Food equal to Medicine Cat level (all of the uses) and one glob of honey. When a cat eats it, they are healed d4+1 and cured of any sore throat.

As long the honey is good (forever), this effect lases.

Blessing of Greater Power[edit]

At 2nd level, you learn magic depending on your belief.

Spell Slots

The Medicine Cat table shows how many spell slots you have to cast your Medicine Cat spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Medicine Cat spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

Spells Known of 1st Level and Higher

At 1st level, you know all spells in your spell list. Each time you can cast a higher level spell, you learn all of thoose spells at that level. Your spell list changes depending on your belief from Connection with Greater Power. Starclan uses the Follower of Starclan Spell List. Dark Forest uses the Follower of Dark Forest Spell List. Nature uses the Follower of Nature Spell List

Spellcasting Ability

Intelligence is your spellcasting ability for your Medicine cat spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Medicine cat spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spellcasting Focus

You can use Druid Focus as a spellcasting focus for your Medicine cat spell.

Combat Field[edit]

At 2nd level, you chose a combat fields. Choose between Arcane Field and Healer Field, both detailed at the end of the class description. Your choice grants you features at 2nd and again at 3rd, 6th, 8th, and 17th levels.

Channel Divinity[edit]

At 3rd level, you gain the ability to channel energy to fuel magical effects. You start with an effect determined by your Field Combat. Some of them grant you additional effects as you advance in levels.

When you use your Channel Divinity, you choose which effect to create. 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 8 + your Intelligence modifier + your proficiency modifier.

Beginning at 7th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

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.

Harm and Heal[edit]

At the 5th level, you learn to use your items at a faster pace. When you make the attack action, you can take an item and use that item with the same action that you use your attack action.

Herbal Rest[edit]

Beginning at the 5th level, you can use herbs or plants to patch up wounds on your wounded allies during a short rest. Any creatures who receive your treatment and regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points. Hit points increase as you get more levels in this class, as seen Herbal Rest in the Medicine Cat Table

Good Honey[edit]

At the 6th level, you have refined Enrich Food to make it last forever. During a short or long rest, you may apply rare herbs into a rare glob of honey. Creation of Good Honey uses up Enrich Food equal to Medicine Cat level (all of the uses) and one glob of Healing honey. When a cat eats it, they are healed 2d4+2 and cured of any sore throat.

As long the honey is good (forever), this effect lases. You can use this ability once per long rest.

Medicine Talent[edit]

At 7th level, each medicine cat learns something from their warrior counter part. Choose cross training or clan training from below.

Cross Training

You pick up interesting rare skills from the warriors. Choose RiverClan, ShadowClan, SkyClan, ThunderClan, WarriorClan, or WindClan. You can pick any talent ability that is 7th level or below from that class.

Some 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.

Clan Training

Your medicine training takes priority over the usual warrior training. With majority of your medicine training completed, you have time to pick up the basics from your clan. Choose Riverclan, Shadowclan, Skyclan, Thunderclan, Warriorclan, or Windclan.

Riverclan| Water Training

You gain swimming speed equal to 10 * your intellegence modifier (min 30 ft). Additionally, you gain Water Dominance from RiverClan.

Shadowclan| Night Training

You gain blindsense equal to 5 * your proficiency modifier. Additionally, you can preform the hide action as a bonus action.

Skyclan| Tree Training

You gain climbing speed equal to 10 * your intelligence modifier (min 30 ft). Additionally, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Intelligence modifier.

Thunderclan| Forest Training

You gain Forest Explorer and Fighting Style from ThunderClan.

Warriorclan (optional clan)| People Training

You gain Twoleg Study and Strengthen Charisma from WarriorClan.

Windclan| Running Training

Your speed increases by 5 * your proficiency bonus while you are not wearing armor or wielding a shield. Additionally, you can preform dash or disengage as a bonus action.

Other Worldly's Intervention[edit]

Beginning at 10th level, you can call out to the greater power when your need is great. Your greater power depends on the belief that you have chosen in Connection with Greater Power.

Starclan

As an action, you describe the assistance you seek that Starclan can provide, and roll percentile dice. If you roll a number equal to or lower than your Medicine cat level, they provides. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.

Dark Forest

As an action, you describe the assistance you seek that Dark Forest can provide, and roll percentile dice. If you roll a number equal to or lower than your Medicine cat level, they provides. The DM chooses the nature of the intervention; the effect of any Warlock spell or Warlock domain spell would be appropriate.

Nature

As an action, you describe the assistance you seek that Nature can provide, and roll percentile dice. If you roll a number equal to or lower than your Medicine cat level, they provides. The DM chooses the nature of the intervention; the effect of any druid or ranger spell or druid or ranger domain spell would be appropriate.

If your nature intervenes, you can't use this feature again for a moon phase (7 days). Otherwise, you can use it again after you finish a long rest.

Greater Honey[edit]

At the 11th level, you have improved the Good Honey recipe by using rarer herbs. During a long rest, you may apply rare herbs into a rare glob of honey. Creation of Greater Honey uses up Enrich Food equal to Medicine Cat level (all of the uses) and one glob of Good Honey. When a cat eats it, they are healed 4d4+4 and cured of any sore throat.

As long the honey is good (forever), this effect lases.

Final Medicine Talent[edit]

At the 14th level, you master the most important tricks from your clanmate. You gain cross training or clan training. Either option, you must pick from the same clan as the clan you serve under from Medicine Talent.

Cross Training

You pick up interesting rare skills from the warriors. Choose RiverClan, ShadowClan, SkyClan, ThunderClan, WarriorClan, or WindClan. You can pick any talent ability that is 15th level or below from that class.

Some 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.

Clan Training
Riverclan| Fur Maintenance Training

You have the advantage to escape (but not resist) a grapple. Additionally, you gain Silky Fur from RiverClan.

Shadowclan| Darkness Training

When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.

Skyclan| Tree Hopping Training

You gain Tree Hopping and High Jumper from SkyClan.

Thunderclan| Reaction Training

You gain the following|

  • You have an advantage in initiative rolls.
  • You gain climbing speed equal to your walking speed.
  • Your speed is increased by 5.
Warriorclan| Peace Keeper Training

You have the advantage to ability and skill checks when you are serving as a third "neutral" party between two or more groups of humanoid (cats).

Windclan| Keep Moving Training

You gain Charge Through and Skirmisher from WindClan.

Superior Honey[edit]

At 15th level, you have improved Greater Honey recipe by using even rarer herbs. During a full day of creation, you may apply rare herbs into a rare glob of honey. Creation of Superior Honey uses up Enrich Food equal to Medicine Cat level (all of the uses) and one glob of Greater Honey. When a cat eats it, they are healed 8d4+8 and cured of any sore throat.

As long the honey is good (forever), this effect lases. You can use this ability once per moon (month).

Power of Greater Power[edit]

At the 20th level, you uncover the greatest power that your greater power can offer. Your greater power depends on the belief that you have chosen in Connection with Greater Power.

Starclan

You can cast Raise the Dead without spell slot. You may ignore material components as long it is night and the spell is performed in a holy location. Once you cast this spell, you cannot use this ability again until the next long rest.

Dark Forest

You can cast Infernal Calling without a spell slot. You may ignore material components as long it is night time. Once you cast this spell, you cannot use this ability again until the next long rest.

Nature

You can cast awaken without a spell slot. You may use Greater Honey instead of agate worth at least 1,000 gp for the material component for this spell. The honey is consumed as normal. Once you cast this spell, you cannot use this ability again until the next long rest.

Supreme Honey[edit]

At the 20th level, you reach the best combinations of rarer herbs, honey, and a bit of magic to create the best healing item in the world. When a cat eats it, they heal 10d4+20 and cure any sore throat.

The creation of Supreme Honey uses up all uses of Enrich Food for the entire creation process and one glob of Superior Honey. It takes one week of creation with the final night must be on a full moon in a holy location.

As long the honey is good (forever), this effect lases.

Combat Fields[edit]

While each medicine cat follows a similar path to heal and cure people, each medicine must find their own way to make an impact on the battlefield. Each subclass follows an idea or method to tackle the hard and dangerous life on the field.

Arcane Field [edit]

You learn more on how magic works. Unlike other Medicine Cats, you specialize in magic, not herbs.

Cantrip Master

At the 3rd level, you pick up the simplest spells that you can cast without any energy. You learn two cantrips and a third one at 11th level. Your spell list for these cantrips depends on the belief that you have chosen in Connection with Greater Power. Starclan uses cleric spell list. Dark Forest uses Warlock spell list. Nature uses Druid spell list.

Expanded Spell List

At the 3rd level, you pick up new spells that no other Medicine Cats have used. You learn one new spell of your choice. You learn additional one at 8th, 14th, and 20th level. Every time you level up, you can change one spell chosen from this feature. You can only pick spells that you can cast at your current level.

Your spell list for these spells depends on the belief that you have chosen in Connection with Greater Power. Starclan uses cleric spell list. Dark Forest uses Warlock spell list. Nature uses Druid spell list.

Channel Divinity

At the 3rd level, you gain the following Channel Divinity option:

Magic Creation

You can use your Channel Divinity to generate magical power. As a bonus action, you create one spell slot, the level of which can be no higher than half your proficiency bonus (rounded down). After short or long rest, this spell slot disappears.

The number of times you can use this feature is based on the level you’ve reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.

Spell Breaker

At the 6th level, you prevent magic from working. Whenever a creature eats your Enrich Food, they may cast dispel magic on themselves.

Magical Strike

At the 8th level, you gain the ability to infuse your weapon strikes with magical energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 force damage to the target.

When you reach the 14th level, the extra damage increases to 2d8.

Arcane Mastery

At the 17th level, you choose four spells from any spell list, one from each of the following levels: 1st, 2nd, 3rd, and 4th. You learn these spells and count them as Medicine Cat Spells

Healer Field [edit]

Some cats tend to focus on what they are good at. For Medicine Cats, it is healing and treating wounds.

Improved Healing Herbs

At 2nd level, you use the best healing herbs. Enrich Food heals additional 1 hp.

Additionally, all of your magical honey that your create, like Healing Honey, you double the modifier for the healing.

Channel Divinity

At the 3rd level, you gain the following Channel Divinity option:

Preserve Life

You can use your Channel Divinity to heal the badly injured. You gain the preserve life feature from a life cleric.

Boasted Herbs

At the 7th level, your herbs uses a secret ingredient to boast their strength. Whenever a creature eats your Enrich Food, they may cast guidance on themselves.

Divine Strike

At the 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target.

When you reach the 14th level, the extra damage increases to 2d8.

Second Chance

At the 17th level, no one is dying on your watch. Whenever you or a creature with 5 ft of you goes below 0 hp, you can use your reaction to use an item on that dying creature.

You can use this feature once per short or long rest.

HB or Official Cleric Subclass [edit]

You can use any HB (with the usual approval of GM) and official subclasses for cleric.

Treat cleric subclass's 1st level feature as this class subclass's 2nd level feature.

Treat cleric subclass's 2nd level feature (Channel Divinity) as this class subclass's 3rd level feature.

When it comes to learning new spells or casting spells without spell slots, those spells are delayed until Medicine Cat can cast them normally, as seen in the table below:

Spell Level
Medicine Cat Level Spell Level
2nd Cantrip and 1st level
5th 2nd level
9th 3rd level
13th 4th level
17th 5th level
20th 6th level and higher

Follower of Starclan Spell List[edit]

The following spells are taught from Starclan

1st Level

bless, Ceremony, cure wounds, and heroism

2nd Level

aid, lesser restoration and prayer of healing

3rd Level

aura of vitality, beacon of hope, create food and water, and remove curse

4th Level

aura of life, aura of purity, and death ward

5th Level

Dawn, greater restoration, and Wall of Light

Follower of Dark Forest Spell List[edit]

The following spells are taught by Dark Forest

1st Level

Cause Fear, bane, and wrathful smite

2nd Level

hold person, invisibility, and phantasmal force

3rd Level

bestow curse, fear, Enemies Abound, and feign death

4th Level

black tentacles, blight, and phantasmal killer

5th Level

cloudkill, contagion, and destructive wave

Follower of Nature Spell List[edit]

You learn and know everything about herbs and plants, including the ability to create magic from them. The following spells are what spell-like magic that your can create from a mixture of herbs and plants.

1st Level

expeditious retreat, Snare and color spray

2nd Level

enhance ability, gentle repose, pass without trace, and protection from poison

3rd Level

Catnap, haste, nondetection, and water breathing

4th Level

Grasping Vine, stoneskin, and locate creature

5th Level

Skill Empowerment, swift quiver, and Wrath of Nature

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Medicine Cat class, you must meet these prerequisites: Int 13

Proficiencies. When you multiclass into the Medicine Cat class, you gain the following proficiencies: light, medium, and shield

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