River Warrior Cat (5e Class)

From D&D Wiki

Jump to: navigation, search
FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Warriors Cat franchise, and/or include content directly affiliated with and/or owned by Eric Hunter. D&D Wiki neither claims nor implies any rights to Warriors Cat copyrights, trademarks, or logos, nor any owned by Eric Hunter. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png

River Warrior Cat[edit]

"Nothing can stand against the force of water, just as nothing can defeat RiverClan warriors when we rise up together. But when trouble comes, RiverClan knows how to weave through the dangers, adapting to the changed world, just as the river flows around rocks and over waterfalls. We are grace. We are power. We are RiverClan."

— Leopardstar on RiverClan in Secrets of the Clans, page 40


What is River Warrior Cat?[edit]

In this world, animals, like cats, are as smart as humans. River Warrior Cats are the adult cats from Riverclan, one of the five or four clans that live next to each other. River Warriors specialize in fighting in water, pinning, and crushing their foes. River Warriors are the adults of Riverclan and as such they are responsible for hunting and protecting the young and the elders of your clan. River Warriors tend to look... pump and well groomed due to their diet of fishes. This makes them great in combat and debates.

Creating a River Warrior Cat[edit]

What do you like about water the most? How do you keep your fur smooth and elegant? How do you pin your lighter foes? How did you learn to speak properly with other cats? What drives you to remain pretty and handsome?

Quick Build

You can make a River Warrior Cat quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution or Charisma. Second, choose the Warrior background (Paw). Third, choose spear and explorer's pack.

Class Features

As a River Warrior Cat you gain the following class features.

Hit Points

Hit Dice: 1d12 per River Warrior Cat level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per River Warrior Cat level after 1st

Proficiencies

Armor: light armor
Weapons: Simple weapons
Tools: none
Saving Throws: Constitution and Charisma
Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Perception, and Religion

Equipment

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

  • Any simple weapon
  • (a) explorer's kit or (b) Dungeoner's kit
  • leather armor, 2 daggers and a pouch contains 15 gd

Table: The River Warrior Cat

Level Proficiency
Bonus
Features Crushing Weight Swimming Speed
1st +2 Fish with Fur, Water Dominance, Crushing Weight 1d4 30 ft
2nd +2 Silky Fur, Heavy Weight 1d4 30 ft
3rd +2 Oily Fur, Water Archetype 1d4 30 ft
4th +2 Ability Score Improvement 1d4 30 ft
5th +3 Greater Crushing Weight 1d6 35 ft
6th +3 Water Archetype Improvement 1d6 35 ft
7th +3 Sitting Spots 1d6 35 ft
8th +3 Ability Score Improvement 1d6 35 ft
9th +4 Fish with Fur Improvement 1d6 40 ft
10th +4 Well Manner Speech 1d6 40 ft
11th +4 Quick Grapple 1d8 40 ft
12th +4 Ability Score Improvement 1d8 40 ft
13th +5 Perfect Fur 1d8 45 ft
14th +5 Water Archetype Improvement 1d8 45 ft
15th +5 Forgiving Personality 1d8 45 ft
16th +5 Ability Score Improvement 1d8 45 ft
17th +6 Infectious Charisma 1d8 50 ft
18th +6 Water Archetype Improvement 1d10 50 ft
19th +6 Ability Score Improvement 1d10 50 ft
20th +6 Powerful Weight 1d12 50 ft

Fish with Fur[edit]

At 1st level, you are familiar with water. You have a 30 ft swimming speed. If you already have swimming speed, increase it by 30 ft. Your swimming speed increases as your Water Warrior Cat level increases according to the swimming speed in Water Warrior Cat's table.

Thanks to being used to swimming, you have a disadvantage to all checks involving climbing.

Water Dominance[edit]

At 1st level, you are a natural fighter in water. As long you are in water and swimming, you gain the following features:

  • Bonus action to disengage, dash, and hide
  • Attack of opportunity have disadvantage against you
  • Advantage to resist fear
  • Advantage to grapple creatures
  • Your unarmored defense is 10 + dex modifier + con modifier

Crushing Weight[edit]

At 1st level, you can use your... "pulp" and "long fur" body to crush breath away from enemies. At the start of your turn, one creature that is grappled or restrained by you takes 1d4 nonlethal bludgeoning damage. At higher levels, your crushing weight damage die increases, as seen in River Warrior Cat table.

Silky Fur[edit]

At 2nd level, your diet of mostly fish and the constant washing from the river has left your fur in a beautiful sheen. You gain proficiency in persuasion. Your proficiency bonus is doubled for any ability check you make that persuasion.

Additionally, twolegs (humanoid) are less likely to be scared of you and more likely to be friendly with you. You have a disadvantage on intimidation checks against twolegs.

Heavy Weight[edit]

At 2nd level, you become better at grappling enemies. You have an advantage on attack rolls against a creature you are grappling with.

Additionally, you can use your action to try to sit on a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.

Oily Fur[edit]

At 3rd level, your fur is slippery from all the fish oil. You have the advantage to escape (but not resist) a grapple.

Water Archetype[edit]

At 3rd level, you chose a Water Archetypes. Choose between Leopard, Starclan's Choosen, Dark Forest Trainee, and Field Medic, all detailed at the end of the class description. Your choice grants you features at 3rd and again at 6th, 14th, and 18th levels.

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.

Greater Crushing Weight[edit]

At 5th level, you have become the master of crushing. You add your constitution modifier to the Crushing Weight damage.

Sitting Spots[edit]

At 7th level, you understand how a cat's body works. Whenever you successfully restrain a creature, choose a location on their body to sit on. Different locations have different effects. Regardless of the location, a restrained cat cannot become invisible. These effects automatically end when restrained ends.

Head

The restrained cat is deafened, silenced, and blinded.

Back

A restrained cat is stunned until they take damage or start of your next turn.

Limb

A restrained cat cannot make any attacks but have the advantage to escape grappled and restrained.

Tail/Stomach

The restrained cat is frightened of you but has the advantage to escape grappled and restrained.

Fish with Fur Improvement[edit]

At 9th level, you become more graceful in the water. While in water, the follow is applied:

  • You no longer provoke attacks of opportunity
  • Advantage on resisting grapple checks
  • Advantage to resisting charm

Quick Grapple[edit]

At 11th level, you can make a grapple attempt as a bonus action.

Additionally, you can use your bonus action to try to sit on a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.

Prefect Fur[edit]

At 13th level, you spend long hours grooming your fur to perfection. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Constitution modifier (minimum of +1).

Forgiving Personality[edit]

At the 15th level, people find it easier to forgive you for your actions. Once per turn, you can reroll any charisma related checks. You must take the second roll.

Infectious Charisma[edit]

At the 17th level, by just being next to you, creatures appear to be more pretty. All friendly creatures, with 30 ft of you, add your charisma modifier to any charisma related checks.

Powerful Weight[edit]

At 20th level, creatures should fear you. Crushing Weight now deals 2d12 bludgeoning damage.

Additionally, any creature that is restrained by you is silenced.

Water Archetype[edit]

Over time, the river changes the landscape. The same thing applies to the river warrior cat. Over time, the river warrior cat finds their path to flow down. River warrior cat improves and learns as long the river continues to flow.

Leopard [edit]

You feel the ancient blood of the great cat leopard in your blood. Let the leopard blood flow through you as a creek flows down the mountain.

Leopard's Resilence

At the 3rd level, as the great cat's blood flows through your body, it causes physical traits of your leopard ancestors to emerge. Your hit points maximum increases by 3 and increases by 1 again whenever you gain a level in this class.

Additionally, parts of your fur begin to start to form dark spots. Your speed is increased by 5 ft.

Leopard Affinity

At the 6th level, your muscles and claws begin to be more similar to a leopard's. Once per turn, you can add your charisma modifier to any weapon attack or Crushing Weight. The damage type of this extra damage is cold.

Leopard Protection

At the 6th level, you can feel the warmth of a leopard's thick coat fur. As a reaction, you gain resistance to cold damage and an advantage to saving throws against cold weather for 1 hour.

You can use this ability once per long rest.

Well Manner Speech

At the 10th level, you practice improving your vocabulary and speech. You have the advantage to persuasion and deception rolls.

Agility of a Leopard

At the 14th level, the speed of the leopard is in you. When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until short or long rest.

Leopard's Presence

At the 18th level, you can channel the powerful presence of your leopard ancestor, causing those around you to become awestruck or frightened. You gain a draconic presence from a draconic soul sorcerer.

Starclan's Chosen [edit]

Starclan (Heaven) often visits the dreams of leaders and medicine cats. With the growing threat of the Dark Forest (Hell), Starclan has expanded to the dreams of normal cats. It is time to support the Starclan before evil has taken over the world.

Starclan's Chosen Spellcasting
Level Cantrips Know Spells Known Spell Slots Spell Level
3 2 2 1 1
4 2 2 1 1
5 2 3 1 1
6 2 3 2 1
7 2 4 2 2
8 2 4 2 2
9 2 5 2 2
10 3 5 2 2
11 3 6 2 2
12 3 6 2 2
13 3 7 2 3
14 3 7 2 3
15 3 8 2 3
16 3 8 2 3
17 3 9 2 3
18 3 9 2 3
19 3 10 2 4
20 3 11 2 4
Spellcaster

At the 3rd level, Starclan has shown the way of divine magic.

Cantrips

You learn two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at the 10th level.

Spell Slots

The Starclan Spellcasting table shows how many spell slots you have to cast your cleric 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 cleric 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.

For example, if you know the 1st-level spell bless and have a 1st-level and a 2nd-level spell slot available, you can cast Bless using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level cleric spells of your choice, two of which you must choose from the divination or enchantment spells on the cleric spell list.

The Spells Known column of the Starclan Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be a divination or enchantment 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.

The spells you learn at the 8th, 14th, and 20th levels can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots, and it must be a divination or enchantment spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Charisma is your spellcasting ability for your cleric spells, since you learn your spells through study and memorization. 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

Picker-Upper

At the 3rd level, Starclan taught you small ways to regenerate the body and soul You have a pool of picker-uppers energy represented by several d4s equal to your Starclan level times two.

As a bonus action, you can heal one creature you can see within 30 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.

You regain all expended dice when you finish a long rest.

Refreshed Sleep

At the 3rd level, your dreams with Starclan boaster the spirit. After sleeping at least 30 mins, you gain d4 plus your proficiency bonus of temporary hit points.

Encouraging Words

At the 6th level, you learn how to say the right words in time of need. Whenever a creature within 30 ft of you fails a charisma roll, you can use a reaction to encourage them. They can add a d4 to the roll, potentially turning the roll into a success. This becomes a 2d4 when the targeted creature is under the effects charmed.

This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a short or long rest.

Smite Evil

At the 6th level, you can protect over by smiting your enemy. Once per turn when you hit a creature, you can expend a spell slot to deal an extra 2d4 radiant damage to the target, plus another 2d4 per level of the spell slot, and you blinded the target until the start of their next turn.

Protection of Starclan

At the 14th level, Starclan is the one that grants nine lives to leaders of the clan. That power extends to you and the people you care the most about. While dreaming of long rest, you can tell your Starclan allies the people you desire to protect. You choose five cats of your choice.

When any creature that is under the protection of Starclan and is in an area of Starclan's influence is reduced to 0 hit points but not killed outright, the creature's "second" life triggers and magically drops to d4 hit point instead. Once this magic is triggered, no creature can benefit from it until you finish a long rest.

Master of Charming

At the 18th level, your looks are so create than some could call it magical. You can cast charm person and charm monster at will. Once a creature is effected by this feature, they are immune from this feature until a short or long rest. This has no impact if you cast these spells by using a spell slot.

Dark Forest Trainee [edit]

Not all clan cats go to Starclan (heaven). The more evil ones are banished to the place of no stars or the more commonly known name of Dark Forest (hell). Here the evilest cats of history plan and plot for the downfall of Starclan, revenge, or other sinister reasons. Like Starclan, the Dark Forest visit dreams of cats. They subject their apprentice to harsh and cruel combat training.

Dark Forest Spellcasting Table
Level Cantrips Known Spells Known 1st level 2nd level 3rd level 4th level
3 2 3 2 - - -
4 2 4 3 - - -
5 2 4 3 - - -
6 2 4 3 - - -
7 2 5 4 2 - -
8 2 6 4 2 - -
9 2 6 4 2 - -
10 3 7 4 3 - -
11 3 8 4 3 - -
12 3 8 4 3 - -
13 3 9 4 3 2 -
14 3 10 4 3 2 -
15 3 10 4 3 2 -
16 3 11 4 3 3 -
17 3 11 4 3 3 -
18 3 11 4 3 3 -
19 3 12 4 3 3 1
20 3 13 4 3 3 1
Pact Magic

At the 3rd level, Dark Forest has taught the dark magic of this world.

Cantrips

You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at the 10th level.

Spell Slots

The Dark Forest Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell witch bolt and have a 1st-level and a 2nd-level spell slot available, you can cast Witch Bolt using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level warlock spells of your choice, two of which you must choose from the evocation and necromancy spells on the warlock spell list.

The Spells Known column of the Dark Forest Spellcasting table shows when you learn more warlock spells of 1st level or higher. Each of these spells must be an evocation and necromancy 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.

The spells you learn at the 8th, 14th, and 20th levels can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the warlock spells you know with another spell of your choice from the warlock spell list. The new spell must be of a level for which you have spell slots, and it must be an evocation or necromancy spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Charisma is your spellcasting ability for your warlock spells, since you learn your spells through study and memorization. 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 warlock 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

Blast

At the 3rd level, you improve the most powerful cantrip: eldritch blast. You learn Eldritch Blast and this does not count to the limit of cantrips that you know. You can improve your eldritch blast even further. Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can the modification on your eldritch blast. Choose one feature from below:

Agonizing

When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.

Come Closer

Once on each of your turns when you hit a creature with your eldritch blast, you can move that creature in a straight line 10 feet closer to you.

Far Reaching

When you cast an eldritch blast, its range is 300 feet.

Sapping

Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature’s speed by 10 feet until the end of your next turn.

Stay Away

When you hit a creature with an eldritch blast, you can push the creature up to 10 feet away from you in a straight line.

Transforming (Riverclan Specialty)

At will, you can permanently change the damage type of your eldritch blast. This allows each of your eldritch blasts to be a different damage type. If the damage type is cold, that creature makes a charisma save vs spell saving throw or become charmed by you.

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can the modification on your eldritch blast.

Harsh Training

At the 3rd level, the training that you receive in the Dark Forest is very dangerous. After long rest, you make a constitution saving throw vs DC of 15. On a fail, you take d4 plus your proficiency bonus of damage as a wound that you received in your dream is carried over to real life.

Weapon Expertise

At the 6th level, the long and painful training in the Dark Forest has massively improved your fighting ability. Choose one weapon type that you are proficient with and that lacks the two-handed property. As long you are wielding your weapon expertise, you can use your dirty trick. Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can change your weapon type. Choose one from below to be your dirty trick.

Aim for the weak point

You add your proficiency modifier to the attack roll with your weapon expertise.

Break the legs

Whenever you hit with your weapon expertise, that creature makes a strength check vs dc of 8 + your proficiency modifier + your strength modifier. On a fail, they become prone.

Cut the arteries

Whenever you hit with your weapon expertise, that creature makes a Constitution check vs your spell save DC. On a fail, they start to bleed. At the start of their next turn, they take a d4 + your proficiency bonus of slashing damage.

Suffocating like the river

Whenever you get a critical hit with your weapon expertise, they are automatically grappled by you.

Dark Smite

At the 6th level, you can channel the dark forces of the dark forest to land a... dark smite. Once per turn when you hit a creature with your weapon expert, you can expend a spell slot to deal an extra 1d8 cold damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.

Dark Forest's Secrete Technique

At the 14th level, you find drawing the blood of your enemy so rewarding that you feel yourself grow stronger with each hit. When you hit a creature with your weapon expertise, the creature takes extra cold damage equal to your Charisma modifier (minimum 1).

Cold Crush of Water

At the 18th level, bring the horrors of the ocean to them. Whenever you deal damage from Crushing Weight that creature is frightened of you. Additionally, Crushing Weight deals cold damage and an extra damage equal to your charisma modifier.

Field Medic [edit]

Battles are getting more and more dangerous. With only one or two medicine cats per clan, it is harder to keep cats alive and safe during battle. A new type of warrior raises up to the growing problem. Field medics are like normal warriors. They go through the normal warrior training and receive their warrior name (complete warrior training). What sets them apart from normal warriors is that they return back for more training. They train with the medicine cat to treat critical battle wounds and help with normal medicine duties.

Snag'em

At the 3rd level, Snag'em is a special mixture of healing herbs wrapped in a snag weed (a weed that hooks onto fur). Snag'em is a great universal bandage for all wounds. It naturally stops bleeding and speeds up healing. If a large amount of Snag'em dries up, it makes a weak sling to keep the broken bones from moving. Snag'em is a key to a successful field medic.

A field medic can stick up to two times your proficiency bonus of Snag'ems to their fur. As a bonus action, you can remove Snag'em from your fur and apply it to a creature. They heal 2d6 plus your field medic level worth of hit points. That creature can't regain hit points in this way again until they finish a short or long rest.

Additionally, you can use Snag'em to heal d4 hit points when the creature is at 0 hit points. This feature can be used for an unlimited amount as long as you have Snag'em.

You can replenish your supply of Snag'em at any medicine cat's den or any location that store enough herbs to create Snag'em. Do note that most locations require a minimum of one hour to replenish the supply of Snag'em.

Basic Herbal Knowledge

At the 3rd level, you learn the most common herbs for healing and important herbs to treat wounds. You gain proficiency in medicine skills.

Healer's Assisance

At the 3rd level, you spend a lot of time training to use the medicine. While you are not as good as a proper medicine cat, you can help them with their work. Whenever you help someone do any checks involving herbs (like healing with herbs or finding herbs), in addition to the advantage to the roll, they add your proficiency bonus to the roll.

Reverse Treatment

At the 6th level, plants can be not just for healing, but also for killing. You have a proficiency bonus of Vipper's Gift. You can stick them to your fur and replenish your supply just like Snag'em.

As a bonus action, you can apply Vipper's Gift to a weapon or piece of ammunition. The poison retains its potency for 1 minute or until you hit with that weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature makes a Constitution saving throw vs DC of 8 your proficiency modifier + your Charisma modifier. On a fail, they take 2d8 poison damage and become poisoned until the end of your next turn. On a success, it deals half damage.

Healer's Friend

At the 14th level, you help anyone complete their healing. As a reaction, you can reroll all 1s and 2s on a healing rolls that target a creature within 30 ft of you.

Improved Snag'em

At the 18th level, you combine years of experience with your knowledge of herbs to create a better Snag'em. You add your proficiency bonus to all healing done with Snag'em.

HB or Official Sorcerer Subclass [edit]

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

The sorcerer subclass' 1st level feature(s) become this class' 3rd level feature.

If a feature requires 1-2 sorcery points to activate, replace it with "You can use this feature up to your charisma modifier. You regain the lost resources after a long rest."

If a feature requires 3-6 sorcery points to activate, replace it with "Once you use this feature, you can’t use it again until you finish a long rest.

At 14th level, both of these replacement features are replenished after a short or long rest."

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the River Warrior Cat class, you must meet these prerequisites: Str 13 and Con 13

Proficiencies. When you multiclass into the River Warrior Cat class, you gain the following proficiencies: Light armor and simple weapons

0.00
(0 votes)

Back to Main Page5e HomebrewClasses

Back to Main Page5e HomebrewCampaign SettingsWarrior Cat

Home of user-generated,
homebrew pages!


Advertisements: