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

<!-Introduction Leader->[edit]

Creating a Medicine Cat[edit]


Quick Build

You can make a Medicine Cat quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitutions. Second, choose the Medicine Cat background (Paw). Third, choose <!-elaborate on equipment choices->

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

Equipment

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

  • (a) a staff 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 Song of Rest Die
1st +2 Expert Herbalism, Enrich Food, Connection with Nature -
2nd +2 Basic Clan Training, Poor Honey, Song of Rest D4
3rd +2 Combat Field, Protective and Boasting Herbs D4
4th +2 Ability Score Improvement D4
5th +3 Noncombatant, Good Honey, Enrich Food Improvement D6
6th +3 Combat Field improvement D6
7th +3 Introduction Clan Teaching, Gift from Nature D6
8th +3 Ability Score Improvement D6
9th +4 General Clan Teaching D8
10th +4 Combat Field improvement D8
11th +4 Greater Honey D8
12th +4 Ability Score Improvement D8
13th +5 Protective and Boasting Herbs Improvement, Blessing from Nature, Enrich Food Improvement D10
14th +5 Combat Field improvement D10
15th +5 Final Training from the Clan D10
16th +5 Ability Score Improvement D10
17th +6 Superior Honey, Boon from Nature D12
18th +6 Combat Field improvement D12
19th +6 Ability Score Improvement D12
20th +6 Power of Nature, Supreme Honey D12

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 healed 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.

As an action, you can eat Enriched Food or force it down another cat's throat. Any creature can use this action. Treat Enrich Food as mini healing potions.

Connection with Nature[edit]

At 1st level, you focus on self-improving your ability to treat others.

Any creature that eats your Enrich Food gains one from below of their choice:

  • Gain 2 temporary hit point
  • Next attack deals an extra 2 damage
  • Next saving throw is increased by 1
  • Next skill check is increased by 1

All of these effects end at the start of their next turn

Poor 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 Poor 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 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.

Song of Rest[edit]

Beginning at the 2nd 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 1d4 hit points. Roll this dice with advantage if there is another medicine cat is helping, a Sister is helping or in a well-stocked location (like medicine cat's den).

The extra hit points increase when you reach certain levels in this class: to 1d6 at 5th level, 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

Basic Clan Training[edit]

At the 2nd level, while you are a noncombatant, you are still a clan cat. You learn some tricks that all clan cats should know about. You gain one of the features below depending on which clan you serve under.

Swim like a RiverClan Cat

You are familiar with water. You have a 30 ft swimming speed.

Hide like a ShadowClan Cat

You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.

Tough like a ThunderClan Cat

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your Medicine Cat level. Once you use this feature, you must finish a short or long rest before you can use it again.

Run like a WindClan Cat

Your speed increases by 10 feet while you are not wearing armor or wielding a shield.

Combat Field[edit]

At 3rd level, you chose a combat field. Choose between Arcane Field, Nature Field, Death Field, Healer Field, and War Field, all detailed at the end of the class description. Your choice grants you features at 3rd and again at 6th, 10th, 14th, and 18th levels.

Protective and Boasting Herbs[edit]

At the 3rd level, you learn to mix healthy and boasting herbs among the healing herbs. When you eat or feed a creature with Enrich Food, you decide if it is normal, defensive, alacrity, or toughening.

Defensive

The creature is healed the normal amount and under mage armor spell.

Alacrity

The creature is healed the normal amount and under Gift of Alacrity spell.

Toughening

The creature is healed the normal amount and under false life spell.

You can use these features up to your Intelligence modifier per long rest.

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.

Noncombatant[edit]

At the 5th level, you become good at not being a target in battle. After 10 minutes of preparation, you can cast sanctuary spell on yourself without any spell slots.

Good Honey[edit]

At the 5th 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 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.

Introduction Clan Training[edit]

At the 7th level, you start to truly learn the ways of your clan. You gain one of the features below depending on which clan you serve under.

Silky like RiverClan

You gain silky fur and heavyweight from the RiverClan cat.

See in the Dark like ShadowClan

You learn to stay quiet and listen to the noise of other creatures. As long you are not deafened and you are quiet, you are aware of the location of any hidden or invisible creature within 5 feet of you. Creatures in the darkness that you cannot see are considered hidden for this ability.

At certain levels, the range of blindsense increases. At the 10th level, it is 10 ft. At 14th, it is 15 ft. At the 18th level, it is 20 ft.

Additionally, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Fight like ThunderClan

Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.

Additionally, pick a fighting style from ThunderClan.

Nimble like WindClan

You can perform dash or disengage as a bonus action

Gift from Nature[edit]

At the 7th level, your tireless research and experimentation have yielded you a magic-like ability. You can cast enhance ability, see invisibility, and spider climb without spell slot or material component. Once you cast one of these spells, you cannot use this ability again until the next short rest.

General Clan Training[edit]

At the 9th level, you learn some more tricks from your clanmate. You gain one of the features below depending on which clan you serve under.

As Pretty as a RiverClan Cat

Your swimming speed is 30 ft or increased by 10 ft, pick the better of the two. You no longer provoke attacks of opportunity while in water.

Additionally, you have the advantage to escape (not resisting) a grapple.

As Focused as a ShadowClan Cat

You gain Ears Open and Focused Aim feature from ShadowClan.

As forest expert as a ThunderClan Cat

You gain the Forest Explorer feature from ThunderClan.

As weave through battle as a WindClan Cat

Your speed increases by 5 feet while you are not wearing armor or wielding a shield.

This speed increase by 5ft at the 10th, 14th, and 18th levels.

Additionally, you can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.

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. You can use this ability once per week.

Protective and Boasting Herbs Improvement[edit]

At the 13th level, you start to use stronger and healthier herbs.

Improve Defensive

When you choose Defensive, you may pick mage armor or shield of faith

Improve Alacrity

When you choose Alacrity, Gift of Alacrity now adds d10 instead of d8 to the initiative rolls.

Imprve Toughening

When you choose Toughening, you cast false life at 2nd level instead of 1st level.

Blessing from Nature[edit]

At the 13th level, nature has given the second magical gift to use to help your clan. You can cast Crusader’s Mantle without a spell slot or material component. You can cast this spell once until you need a short or long rest to restore the uses.

Final Training from the Clan[edit]

At the 15th level, you master the most important tricks from your clanmate. You gain one of the features below depending on which clan you serve under.

As Pretty as a RiverClan Cat

Your swimming speed is increased by 10 ft. You no longer can be grappled, restrained, or prone while in water.

Additionally, whenever you make a Charisma check, you gain a bonus to the check equal to your Consitution modifier (minimum of +1).

Dodge like a ShadowClan Cat

When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you

As forest master as a ThunderClan Cat

You gain Forest Stride and Lightning Reflex feature from ThunderClan.

As will iron as a WindClan Cat

You have acquired greater mental strength. You gain proficiency in Wisdom saving throws. If you already have proficiency in Wisdom saving throw, you instead gain proficiency in Intelligence saving throw.

Superior Honey[edit]

At 17th 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).

Boon from Nature[edit]

At the 17th level, you have learned great power during your study. You can cast Grasping Vine without a spell slot or material component. You can cast this spell two times until you need a long rest to restore the uses.

Power of Nature[edit]

At the 20th level, you uncover the greatest power that nature can offer. You can cast Skill Empowerment or Wrath of Nature without a spell slot. Once you cast one of these spells, 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.

Other Medicine Cats (Optional features)[edit]

Not all medicine cats focus on self-improvement and study nature. These following replace features depending on how they get powers.

Starclan[edit]

Ancestors of your clan live in the sky of stars. They choose to bless you with great powers.

Connection with StarClan[edit]

Replaces Connection with Nature

At 1st level, StarClan watches and communicates with medicine cats for ages. StarClan (GM) may give you signs of upcoming problems or guide you through your problems by leaving signs. To a normal cat, it seems like an odd event but to you and other medicine cats, this is an obvious message from Starclan. In rare events, StarClan may visit you directly in your dreams to pass an important message.

Additionally, you gain cantrips from StarClan. Wisdom is your spellcasting modifier and you ignore the material components of these cantrips:blade ward, guidance, resistance, and spare the dying

Calming and Naturalizing Herbs[edit]

Replace Protective and Boasting Herbs

At the 3rd level, you learn to mix curing herbs with the healing herbs. whenever a creature eats an Enrich Food, they roll any dice (d2). On an even, frighten condition ends and on an odd, poisoned condition ends.

When you eat or feed a creature with Enrich Food, you decide if it ends frighten condition, poisoned condition, or a spell effect.

You can end the spell effect up to your Wisdom modifier per long rest. You can end the frighten condition or poisoned condition unlimited amount.

Gift from StarClan[edit]

Replace Gift from Nature

At the 7th level, StarClan has given the first magical gift to use to help your clan. You can cast lesser restoration and prayer of healing without spell slot or material component. Once you cast one of these spells, you cannot use this ability again until the next short or long rest.

Calming and Naturalizing Herbs Improvement[edit]

Replaces Protective and Boasting Herbs Improvement

At the 13th level, you start to use stronger calming and anti-poison herbs.

Whenever a creature loses frightened condition from your healing or Enrich Food, they feel the effects of heroism spell.

Whenever a creature loses poison condition from your healing or Enrich Food, they feel the effects of protection from poison spell.

Blessing from StarClan[edit]

Replace Blessing from Nature

At the 13th level, StarClan has given the second magical gift to use to help your clan. You can cast aura of vitality without a spell slot or material component. You can cast this spell once until you need a short or long rest to restore the uses.

Boon from StarClan[edit]

Replace Boon from Nature

At the 17th level, you have received great power from StarClan. You can cast death ward without a spell slot or material component. You can cast this spell two times until you need a long rest to restore the uses.

Power of StarClan[edit]

Replace Power of Nature

At the 20th level, StarClan has given the final magical gift to use to help your clan. You can cast greater restoration and 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 one of these spells, you cannot use this ability again until the next long rest.

Dark Forest[edit]

Some cats strayed into the path of the Dark Forest. Cats from the Dark Forest grants power in exchange for loyalty.

Connection with Dark Forest[edit]

Replaces Connection with Nature

At 1st level, cats from the Dark Forest visit you in dreams. They deliver news of their upcoming plans. In exchange for your loyalty, you gain cantrips from the Dark Forest. Charisma is your spellcasting modifier and you ignore the material components of these cantrips:friends, Mind sliver, poison spray, and true strike

Frightening and Toxic Herbs[edit]

Replace Protective and Boasting Herbs

At the 3rd level, you learn to sneak in mind-altering and poisonous herbs among the healing herbs. When you eat or feed a creature with Enrich Food, you decide if it is normal, fearful, or poisonous.

Fearful

The creature is healed the normal amount and under Cause Fear spell.

Poisonous

The creature is healed the normal amount and then 2d6 poison damage. The creature makes a constitution save vs your spell dc or be under poisoned condition until short or long rest.

You can use these features up to your charisma modifier per long rest.

Gift from Dark Forest[edit]

Replace Gift from Nature

At the 7th level, Dark Forest has rewarded you the first magical gift as a reward for your loyalty. You can cast hold person and phantasmal force without spell slot or material component. Once you cast one of these spells, you cannot use this ability again until the next short or long rest.

Frightening and Toxic Herbs Improvement[edit]

Replaces Protective and Boasting Herbs Improvement

At the 13th level, you start to use stronger mind-altering and poisonous herbs.

Improved Fearful

The creature is healed the normal amount and under Cause Fear spell. That creature has a disadvantage to this saving throw.

Improved Poisonous

The creature is healed the normal amount and then 4d6 poison damage. The creature makes a constitution save vs your spell dc at disadvantage or be under poisoned condition until short or long rest.

Blessing from Dark Forest[edit]

Replace Blessing from Nature

At the 13th level, Dark Forest has given the second magical gift as your reward for your loyalty. You can cast fear without a spell slot or material component. You can cast this spell once until you need a short or long rest to restore the uses.

Boon from Dark Forest[edit]

Replace Boon from Nature

At the 17th level, you have received great power from Dark Forest. You can cast blight without a spell slot or material component. You can cast this spell two times until you need a long rest to restore the uses.

Power of Dark Forest[edit]

Replace Power of Nature

At the 20th level, Dark Forest has rewarded the final magical gift. You can cast destructive wave without a spell slot. Once you cast one of these spells, you cannot use this ability again until the next long rest.

More Clan Training (Optional)[edit]

There are more than four clans that exist. SkyClan used to be part of the other four clans until they were forcibly removed by twoleg's (humanoid) construction. After the four clans left the original forest, a mixed group of loners, rogues, and kittypet created WarriorClan to upkeep the old Warrior code. Like a proper clan, they have their own Medicine Cat.

BloodClan does not count as one of the clans. They are a clan by name only. They do not nor need a medicine cat.

SkyClan[edit]

Basic Clan Training[edit]

Climb like a SkyClan Cat

You are trained in climbing up trees. Your climbing speed is 30 ft. Your climbing speed increases as your Medicine Cat level increases according to the climbing speed in Sky Warrior Cat's table. For this feature treat Medicine Cat levels as Sky Warrior Cat levels.

Introduction Clan Training[edit]

Fight like SkyClan Cat

While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Additionally, you gain ki feature from SkyClan. For this feature treat Medicine Cat levels divided by 3 (rounded down) as Sky Warrior Cat levels.

General Clan Training[edit]

As graceful as a SkyClan Cat

You gain Swaying like a Tree feature from SkyClan

Additionally, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your Medicine Cat level

Final Clan Training[edit]

As tree jumper as a SkyClan Cat

Whenever you hop or move from one tree to another, you always succeed to get to the other tree without making any sound or alarming movement under normal conditions.

Additionally, When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

WarriorClan[edit]

Additional Option for Basic Clan Training[edit]

Additional Option for Introduction Clan Training[edit]

Additional Option for General Clan Training[edit]

Additional Option for Final Clan Training[edit]

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]

Some Medicine Cats are more talented with the arts of magic. Instead of being limited with the magic taught by your afterlife spirits (StarClan or Dark Forest), you begin your trek to discover your own type of forgotten magic.

Warning

This subclass is only for believers of StarClan or Dark Forest (Optional).

A gift to Spell feature is given outside of the normal levels of Combat Field subclasses.

Arcane Field Spellcasting
Medicine Cat Level Cantrips Known Spell Known
3 1 1
4 1 2
5 1 2
6 1 2
7 1 3
8 1 3
9 1 3
10 2 4
11 2 4
12 2 4
13 2 5
14 2 5
15 2 5
16 2 6
17 2 6
18 2 6
19 2 7
20 2 7
True Spellcasting

At the 3rd level, in addition to the spellcasting-like ability from Connection with Nature or Connection with Dark Forest, you begin to pick up cantrips and spells from more magical after life cats.

Cantrip

You learn one cantrip of your choice from the bard, cleric, or warlock spell list. You learn an additional bard, cleric, or warlock cantrip of your choice at the 10th level.

Spells Known

You know one 1st-level bard spell of your choice, one of which you must choose from the abjuration and evocation spells on the bard, cleric, or warlock spell list.

The Spells Known column of the Arcane Field Spellcasting table shows when you learn more bard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the bard, cleric, or warlock spells you know with another spell of your choice from the bard, cleric, or warlock spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell.

Special Herbs to Spells

At the 3rd level, you learn to convert your special herbs into spell slots. As an action, you can expend a use of Calming and Neutralizing Herbs or Frightening and Toxic Herbs to gain a 1st level spell slot. These spell slots can only be used to cast spells from Medicine Cat class. After short or long rest, this spell slot disappear.

Channel Divinity

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

Sacred Weapon

As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. You gain the sacred weapon feature from a devotion paladin.

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 gain the spell breaker feature from an arcane cleric.

Gift to Spells

At the 7th level, you learn to convert your gift into spell slots. As an action, you can expend a use of Gift from Nature or Gift from Dark Forest to gain a 2nd level spell slot. These spell slots can only be used to cast spells from Medicine Cat class. After short or long rest, this spell slot disappears.

Additionaly, you add the spells that you learn from Gift from Nature or Gift from Dark Forest to your spell list.

Magical Strike

At the 10th 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 16th level, the extra damage increases to 2d8.

Purity (or Corruption) of Spirit

At the 14th level, you gain the purity of spirits feature from a devotion paladin.

Blessing to Spells

At the 14th level, you learn to convert your blessing into spellslots. As an action, you can expend a use of Blessing from Nature or Blessing from Dark Forest to gain a 3rd level spell slot. These spell slots can only be used to cast spells from Medicine Cat class. After short or long rest, this spell slot disappears.

Additionally, you add the spells that you learn from Blessing from Nature or Blessing from Dark Forest to your spell list.

Arcane Mastery

At the 18th 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

Boon to Spells

At the 18th level, you learn to convert your boons into spell slots. As an action, you can expend an use of Boon from Nature or Boon from Dark Forest to gain a 4th level spell slot. These spell slots can only be used to cast spells from Medicine Cat class. After short or long rest, this spell slot disappears.

Additionaly, you add the spells that you learn from Boon from Nature or Boon from Dark Forest to your spell list.

Nature Field[edit]

You have begun to be more intuned with the forces of nature. You can feel nature helping your every step.

Warning

Only Connection with Nature can take this subclass.

Channel Divinity

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

Nature's Wrath

You can use your Channel Divinity to invoke primeval forces to ensnare a foe. You gain nature's wrath feature from an ancient paladin.

Charm Animals and Plants

you can use your Channel Divinity to charm animals and plants. You gain the charm animals and plants feature from a nature cleric.

Dampen Elements

At the 6th level, you gain the dampen elements feature from a nature cleric.

Elemental Strike

At the 10th level, you gain the ability to infuse your weapon strikes with elemental 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 cold, fire, or lightning damage to the target.

When you reach the 16th level, the extra damage increases to 2d8.

Undying Sentinel

At the 14th level, you gain the undying setinel feature from an ancient paladin.

Master of Nature

At the 18th level, you gain the ability to command animals and plant creatures. You gain the master of nature feature from a nature cleric.

Death Field[edit]

Cats who follow this field are interested in death and life. They desire the death of all of their enemies and life to all who are their allies. It mixes both hatreds for evil and a desire to protect the good.

Channel Divinity

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

Path to the Grave

You can use your Channel Divinity to mark another creature’s life force for termination. You gain the path to the grave feature from a grave cleric.

Deathly Presence

You can use your Channel Divinity to exude a terrifying presence. You gain the conquering presence feature from a conquest paladin.

Sentinel at Death’s Door

At the 6th level, you gain the ability to impede death’s progress. You gain the death's door feature from a grave cleric.

Necrotic Strike

At the 10th level, you gain the ability to infuse your weapon strikes with deathly 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 necrotic damage to the target.

When you reach the 16th level, the extra damage increases to 2d8.

Scornful Rebuke

At the 14th level, those who dare to strike you are psychically punished for their audacity. You gain the scornful rebuke feature from a conquest paladin.

Keeper of Souls

At the 18th level, you can seize a trace of vitality from a parting soul and use it to heal the living. You gain the keeper of souls feature from a grave cleric.

Healer Field[edit]

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

Channel Divinity

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

Preserve Life

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

Turn the Tide

As a bonus action, you can bolster injured creatures with your Channel Divinity. You gain the turn the tide feature from a crown paladin.

Blessed Healer

At the 6th level, the healing spells you cast on others heal you as well. You gain the blessed healer feature from a life cleric.

Additionally, whenever you eat Enrich Food, you gain double the amount of healing.

Divine Strike

At the 10th 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 16th level, the extra damage increases to 2d8.

Unyielding Spirit

At the 14th level, you gain the unyielding spirit feature from a crown paladin.

Supreme Healing

At the 18th level, when you would normally roll one or more dice to restore hit points with a spell or channel divinity, you instead use the highest number possible for each die. For example, instead of restoring 1d6 hit points to a creature, you restore 6.

Additionally, your Enrich Food heals an extra two hit points

War Field[edit]

You are more familiar with the arts of war compare to other medicine cats. Instead of staying in the back, they charge into battle. They believe that the best way to heal your friends is to prevent the enemy from attacking them in the first place.

Channel Divinity

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

Guided Strike

You can use your Channel Divinity to strike with supernatural accuracy. You gain the guided strike feature from a war cleric.

Vow of Enmity

You gain the vow of enmity feature from a vengeance paladin.

Extra Attack

At the 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Relentless Avenger

At the 6th level, your supernatural focus helps you close off a foe’s retreat. You gain the relentless avenger feature from a vengeance paladin.

Powerful Strike

At the 10th level, you gain the ability to infuse your weapon strikes with physical power. 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 damage of the same type dealt by the weapon to the target.

When you reach the 16th level, the extra damage increases to 2d8.

Soul of Vengeance

At the 14th level, the authority with which you speak your Vow of Enmity gives you greater power over your foe. You gain the soul of vengeance feature from a vengeance paladin.

Avatar of Battle

At the 18th level, You gain the avatar of battle feature from a war cleric.

Custom Field (Optional)[edit]

GM may create a new subclass by following this template

Channel Divinity

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

  • First Channel Divinity from paladin or cleric subclass
  • Second Channel Divinity from paladin or cleric subclass
Cleric subclass 6th level feature

At the 6th level, 6th level feature from cleric subclass

"Elemental" Strike

The damage type can be copied from the 8th feature from the cleric subclass or choose your own

At the 10th level, you gain the ability to infuse your weapon strikes with "elemental" 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 "elemental" damage to the target.

When you reach the 16th level, the extra damage increases to 2d8.

Paladin subclass 15th level feature

At the 14th level, 15th level feature from paladin subclass

Cleric subclass 17th level feature

At the 18th level, 17th level feature from cleric subclass

Multiclassing[edit]

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

Prerequisites. To qualify for multiclassing into the Medicine Cat class with Dark Forest optional features, you must meet these prerequisites: Char 13

Prerequisites. To qualify for multiclassing into the Medicine Cat class with Nature Forest optional features, 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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