Shadow Warrior Cat (5e Class)
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Shadow Warrior Cats[edit]
"Few are welcome here, in our world of secrets and darkness. We are a Clan of cunning and cleverness, a Clan well suited to the shadows of the cold north wind. No other Clan can walk the paths of night like we do. Other Clans may be faster or stronger, but we are the most dangerous warriors: fierce, proud, and independent. We are ruthlessly willing to do what it takes to protect our great Clan. There won't be any softhearted alliances here! ShadowClan will always be the dark heart of the forest."
— Blackstar about ShadowClan in Secrets of the Clans, page 55
What is a Shadow Warrior Cat[edit]
In this world, animals, like cats, are as smart as humans. Shadow Warrior Cats are the adult cats from Shadowclan, one of the five or four clans that live next to each other. Shadow Warriors specialize in fighting in total darkness. While all cats can see well in near darkness, only cats from Shadowclan know how to fight without seeing. As such, they preform best in areas where the natural light of moon and stars are blocked like trees and bushes. Shadow Warrior are not just trained to fight, they serve to do all the other jobs required from an adult cat in a clan like hunting and guarding the borders. Shadow Warriors main prey are reptiles and amphibians.
Creating a Shadow Warrior Cats[edit]
Do you enjoy being in the dark where no one can see or do you prefer in the light where your possible enemies can attack or chat with you? Do you prefer the night when there is many hiding places or prefer the day where you can see everything once more? Which is worst, the idea of being attacked while hiding or being attacked in the open?
- Quick Build
You can make a Shadow Warrior Cat quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution. Second, choose the Clan Cats background. Third, choose shortword, a shortbow and quiver of 20 arrows, and burglar's pack.
Class Features
As a Shadow Warrior Cat you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Shadow Warrior Cat level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Shadow Warrior Cat level after 1st
- Proficiencies
Armor: light, medium and shield
Weapons: Simple weapons, hand crossbows, longswords, rapiers, and shortswords
Tools:
Saving Throws: Dexterity, Intelligence
Skills: Choose two from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a rapier or (b) a shortsword
- (a) a shortbow and quiver of 20 arrows or (b) a shortsword
- (a) a burglar’s pack or (b) a dungeoneer’s pack or (c) an explorer’s pack
- Leather armor, two daggers, and thieves’ tools
Level | Proficiency Bonus |
Features | Sneak Attack | Blind Sense Range | Talents Known |
---|---|---|---|---|---|
1st | +2 | Vanish, Sneak Attack, Blindsense | 1d6 | 5ft | - |
2nd | +2 | Shadow Talents | 1d6 | 5ft | 1 |
3rd | +2 | Shadow Archetype, Ears Open | 2d6 | 5ft | 1 |
4th | +2 | Ability Score Improvement | 2d6 | 5ft | 1 |
5th | +3 | Uncanny dodge | 3d6 | 10ft | 1 |
6th | +3 | Expertise | 3d6 | 10ft | 1 |
7th | +3 | — | 4d6 | 10ft | 2 |
8th | +3 | Ability Score Improvement | 4d6 | 10ft | 2 |
9th | +4 | Shadow Archetype Improvement | 5d6 | 15ft | 2 |
10th | +4 | — | 5d6 | 15ft | 3 |
11th | +4 | Reliable Talent | 6d6 | 15ft | 3 |
12th | +4 | Ability Score Improvement | 6d6 | 20ft | 3 |
13th | +5 | Shadow Archetype Improvement | 7d6 | 20ft | 3 |
14th | +5 | Back into the Darkness | 7d6 | 20ft | 3 |
15th | +5 | — | 8d6 | 25ft | 4 |
16th | +5 | Ability Score Improvement | 8d6 | 25ft | 4 |
17th | +6 | Shadow Archetype Improvement | 9d6 | 25ft | 4 |
18th | +6 | — | 9d6 | 30ft | 5 |
19th | +6 | Ability Score Improvement | 10d6 | 30ft | 5 |
20th | +6 | Stroke of Luck | 10d6 | 30ft | 5 |
Vanish[edit]
At 1st level, 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.
Sneak Attack[edit]
Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have an advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have a disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Shadow Warrior Cat table.
Blindsense[edit]
At 1st level, 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 as seen in the Blindsense Range table.
Shadow Talents[edit]
At 2nd level, each Shadow Warrior learn and talented in different things. Shadow talents is the features and abilities you learn from other shadow warriors. You gain one shadow talents of your choice. When you gain certain shadow warrior levels, you gain additional talent of your choice, as shown in the Talents Known column of the Shadow Warrior table. A level prerequisite refers to your level in this class.
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.
Shadow Archetype[edit]
At 3rd level, you chose a shadow archetypes. Choose between Assassin, Inquisitive, Scout, Swashbuckler, Thief, Masters of the Shadow, Starclan's Chosen, 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, 10th, 14th, and 18th levels.
Ears Open[edit]
At 3rd level, after moons (months) of training in darkness, you have become used to picking up soft sounds. As long you are quiet, you can use your bonus action to make a perception or investigation roll vs creatures active or passive stealth to pick up sounds of creatures. On a pass you know exactly where the creature is and you do not suffer disadvantage to hit that creature.
While, like blindsense, it does allow to detect and locate creatures without eyes, it comes with it downsides. It does not reveal the appearance of the creature. This would make it hard to identify if the creature is friend or foe. In most cases, you can keep track of the sounds of your foes and allies to prevent attacking your own ally.
You can use Vanish with the same bonus action.
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.
Uncanny Dodge[edit]
Starting at 5th level, 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
Expertise[edit]
At 6th level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Reliable Talent[edit]
Beginning at 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
Back into the Darkness[edit]
At 14th level, you learn to quickly retreat into the darkness. As a bonus action, you can make the dash and disengage action. You must end your turn in dim light or darkness.
Stroke of Luck[edit]
At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Shadow Talents[edit]
The DC and save DC of your shadow talents is 8 + your charisma modifier + your proficiency modifier.
- Black Cat's Bad Luck
You can use darkness to lower a group of cat's luck. You can cast bane at 1st level without spell slots. You can use this once per short or long rest.
Additionally, you can ignore the verbal and material component as long as you are in dim light or darkness.
- Bat's Screech
After studying a bat, you can make high pitch, painful screech that is only audible by one cat. You can cast Dissonant Whispers at 1st level without spell slots. You can use this once per short or long rest.
Additionally, you range is doubled while in dim light or darkness.
- Critical Ambush
You can take your opponents by surprise with deadly strikes. When you have advantage on an attack roll against a creature that can't see you due to you being Hidden and you successfully hit them, you may attempt an ambush at it. If you do so, that attack becomes a critical hit.
You can use this feature a number of times equal to your proficiency bonus, and regain your uses when you complete a long rest.
- Detection Rituals
You pick up rituals to avoid any possible dangers. You can ritually cast detect magic, detect magic, and detect poison and disease even if it does not have the ritual tag.
Additionally, you can cast one of these spells as an action instead as long as you are in dim light or darkness. Once you cast a spell this way, you cannot do it again until long rest.
- Disguised by Darkness
You can use light and darkness to change your appearance. You can cast disguise self at 1st level without spell slots as long as you are in dim light or darkness. Creatures have disadvantage to investigate to check if your disguise is real. Your disguise is dispelled in bright light.
You can use this once per short or long rest
- Jack of all Trades
You learn as many new skills as possible. You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.
- Shadow Initiate
You learn how to use the shadows to conceal your presence. You can use Hide action even when clearly observed, as long as you are in an area of dim light or darkness.
- Shadow Puppet
You control darkness in any way you desire. You can cast silent image at 1st level without spell slots. You can use this once per short or long rest.
If your silent image is made of illusionary darkness, you can cast it at will without using up your limited uses.
- Shadow Servant
You can use shadows as your servants. You can cast unseen servant at will. Your servant is visible and made of darkness.
- Toad's Curse
You learn to create a hex after sparing a witch's familiar toad. You can cast hex at 1st level without spell slots. You can use this once per short or long rest.
Additionally, if you cast this spell in dim light or darkness, this spell's duration is doubled.
- Voice in the Dark
You are good at hiding your true desires from your voice. You always pass the deception check vs an insight as long as you are in the dark. Additionally, you gain advantage to intimidation while in the dim lighting or in darkness.
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.
- Unnerving Sounds
You can use sounds to spook cats that are near fleeing. You can cast cause fear at 1st level without spell slots. You can use this once per short or long rest.
Additionally, if you cast this spell while in dim light or darkness, and the creature fails the saving throw, that creature must make a normal movement away from you on their turn. They may choose to use the dash action to get further away.
- Veiled Strike
If your target of an attack is in an area of dim light or darkness, and you are able to see it, you don't need advantage on your attack to benefit from your sneak attack additional damage.
Additionally, when you are in dim light or darkness, you can use you bonus action to Dash.
7th Level Talents[edit]
- Attack from Darkness
You gain the ability to jump from one shadow into another. When you are in dim light or darkness, as a bonus action you can move up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. This movement ignores difficult terrain and attack of opportunity as you are a black blur running across to the distance. You then have advantage on the first melee attack you make before the end of the turn.
- One with the Shadows
You can use light and darkness to mask your presence. You can cast invisibility on yourself at 2nd level without spell slots. You can use this once per short or long rest.
Additionally, if you cast this spell in dim light or darkness, invisibility spell also mask your sent.
- Quick Learner
requirement: Jack of all Trades
You figure a way to quickly learn something new by improving one of your half gained skills. During a short rest, you may change one of your skill proficiency for another skill proficiency.
Additionally, you gain proficiency in one skill and one language.
- Shadow Aura
You can make the surrounding area darker. As an action, you create a shadow aura that reaches up to 15ft away. All dim light in shadow aura becomes darkness and all bright light in shadow aura becomes dim light. A creature with darkvision can't see through this darkness.
You can use this once per short or long rest.
- Shadow Blade
You create a sharp blade from the shadows. You can cast Shadow Blade at 2nd level without spell slots. You can use this once per short or long rest. The damage type from this spell is necrotic instead of physic.
- Shadows Muffled Travel
You can use shadows to muffle any sound of you traveling. You can cast pass without trace at 2nd level without spell slots. You can use this once per short or long rest.
- Silence
You can make everything go quiet. You can cast silence on yourself or at a creature within range at 2nd level without spell slots. You can use this once per short or long rest.
You can ritually cast this spell if you spend the entire casting time in dim light or darkness. This does not use up one of your limited uses.
- Silent Step
You are pretty careful to not disrupt the silent rest of your targets. You can use your bonus action to give yourself Advantage on Dexterity (Stealth) checks, and creatures have Disadvantage on Dexterity (Stealth) checks that rely on hearing made against you until end of your next turn.
10th Level Talents[edit]
- Cat Nap
You can let cats take a deep nap under the shadows. You can cast Catnap at will. Each creature effected this spell have darkness surrounding them like making a cocoon blanket around them. A creature with darkvision can't see through this darkness. The darkness is created after the creature sleeps and disappears just before the creature wakes up. Affected creature is not aware of being covered by darkness while they are sleeping.
- Cloak of Shadows
You have learned to become one with the shadows. 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.
- Dome of Darkness
You can create a protective dome out of darkness to protect yourself and others. You can cast tiny hut at will.
- Lion's Roar
You can make it sound like a big, dangerous cat is near by. You can cast fear at 3rd level without spell slots. You can use this once per short or long rest.
As long as you are in darkness or dim light, you can make the roar sound like it come from a different direct of your choice. Creatures failed the roll is frighten of that certain direction and believing that the dangerous creature in that direction is hidden or invisible.
15th Level Talents[edit]
- Keen Hearing
You become better at listening for details. You have an advantage on perception and investigation checks based on hearing as long as you remain quiet.
- Reveal the "Truth"
You reveal the "truth" that all the allies will betray them. This "truth" is so powerful that effected cat gets confused on how is an ally. You can cast Enemies abound at 4th level without spell slots. You can use this once per short or long rest.
As long as you are in darkness, that creature that failed the save is also charmed by you and believe that you are an ally. Taking any damage or ending the spell removes charm condition.
- Hidden from Magic
You use shadows to cause a creature or object to not be detected by magic. You can cast nondetection as a 4th level spell at will. As long as you cast this spell in darkness, you can ignore the material requirement.
- Shadow Flame
You create a fire made of darkness that generates even more darkness. You can cast Shadow of moil at 4th level without spell slots. You can use this once per short or long rest.
As long as you are in darkness or dim light, you ignore the material requirement for this spell.
- Vanish into the Darkness
You master the ability to hide by bending light and darkness. You can cast greater invisibility at 4th level without spell slots. You can use this once per short or long rest.
As long as you are in darkness or dim light, you cannot loose concentration on this spell and this spell counts as a 6th level spell for the purpose of counter spell and dispel magic.
18th Level Talents[edit]
- Elusive
You are so evasive that attackers rarely gain the upper hand against you. No attack roll has an advantage against you while you aren’t incapacitated.
- Rift to the Negative Plane
You open a small rift to the negative plane and watch the power flow from it. You can cast Negative Energy Flood at 5th level without spell slots. You can use this once per long rest.
If the targeted creature is in dim light or darkness, you may treat them as an undead for this spell.
- Soul Drain
You can drain the life force of your victims. You can cast Enervation at 5th level without spell slots. You can use this once per long rest.
As long as you are in dim light or darkness, the spell does not end if the effected creature has full cover.
- Shadow Stride
You can travel great distance through the shadow network. You can cast tree stride at 5th level without spell slots. When you use this spell, you replace all mention of the word of "tree" with "tree's shadow". You can use this once per long rest.
Shadow Archetypes[edit]
Shadow Warrior Cat has many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different Shadow Warrior Cat steers those talents in varying directions, embodied by the shadow archetypes. Your choice of the archetype is a reflection of your focus—not necessarily an indication of your chosen profession, but a description of your preferred techniques.
Masters of the Shadow [edit]
While Shadowclan often hunt during the night and attack from the shadows, some cats are talented at staying hidden in the shadows. They feel one with the shadow and the shadow is the extension of self.
- Night Vision
At the 3rd level, you no longer require light to see. Your ultra low light vision is replaced by Darkvision. If you already have Darkvision, you can see in magicalic and non-magical darkness.
- Naturally Stealthy
At the 3rd level, being in stealth is second nature to you. You can make a hide action as a reaction as long you are in dim light or darker.
- Lead the Scouting Party
At the 9th level, you learn how to guide others in being quiet and unseen. As long you are leading the party, all party members can use your stealth roll instead of their own roll for group stealth rolls. Creatures with a disadvantage to stealth subtract 5 to this ability.
- One with the Shadows
At the 13th level, you magically become almost one with the darkness. All creatures without true sight cannot see you in darkness.
Additionally, you gain resistance to necrotic damage.
- Misleading Shadows
At the 17th level, the shadows help you stay safe. While in darkness, as a reaction, you can make the shadows play on the senses of the attacker. For the remaining of that turn, all attacks against you have disadvantages and deal half damage.
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.
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
Intelligence is your spellcasting ability for your cleric spells, since you learn your spells through study and memorization. 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 cleric 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
- 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 Intelligence 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.
- Magical Ambush
At the 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.
- Encouraging Words
At the 13th level, you point out tricks and helpful advice to help your teammates. Whenever a creature within 30 ft of you fails a dexterity based save, skill, or ability check, you can use a reaction to encourage them. They can add a 2d4 to the roll, potentially turning the roll into a success. This becomes a 4d4 when the targeted creature is under the effects frightened.
This benefit can be used a number of times equal to your charisma modifier, and all expended uses are restored when you finish a long rest.
- Smite Evil
At the 13th 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.
- 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.
- The Little Things Matter
At the 17th level, you know that regardless of size, big or small, all things matter. You and all friendly creatures with 30 ft, can treat a d4 roll of 2 or lower as a 3.
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.
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 (Shadowclan Speciality)
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 necrotic, that creature makes a constitution save vs spell saving throw. On a fail, they are blind until the start of their next turn.
- Rewards of Winning
At the 3rd level, you find drawing the blood of your enemy so rewarding that you feel yourself grow stronger with each hit. When you kill or hit a creature below 0 hp you gain temporary hit points equal to your Charisma modifier (minimum 1).
- 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 9th 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 Charisma 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.
- Part of the Shadows
Whenever you get a surprise hit with your weapon expertise, they are blind until the start of their turn.
- Dark Smite
At the 9th 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 necrotic damage to the target, plus another 1d8 per level of the spell slot.
- Silent Caster
At the 13th level, you figure out to avoid discovery from your spells. When you cast spells while hidden, it does not reveal your location nor it breaks your hiding. Additionally, you can ignore any verbal components of your spells.
- Master of the Blade
At the 17th level, you hone your weapon to mastery. Whenever you wield a weapon expert, that weapon gains a +1 bonus to its attack and damage rolls even if it is a magical weapon.
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 9th 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 13th 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 17th 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 Rogue Subclass [edit]
You can use any HB (with the usual approval of GM) and official subclasses for rogues.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Shadow Warrior Cat class, you must meet these prerequisites: Dex 13
Proficiencies. When you multiclass into the Shadow Warrior Cats class, you gain the following proficiencies: Light armor, medium armor, shield, and simple weapons.
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