Sky Warrior Cat (5e Class)
From D&D Wiki
Sky Warrior Cat[edit]
"...SkyClan will survive, without the help of ThunderClan. We are strong, skillful, and more honorable than any of the five Clans of the forest. Trust me, warriors. The Twolegs will not destroy our home." — Cloudstar in Cloudstar's Journey, chapter 5
What is a Sky Warrior Cat?[edit]
In this world, animals, like cats, are as smart as humans. Sky Warrior Cats are the adult cats from Skyclan, one of the five or four clans that live next to each other. Sky Warriors specialize in tree combat and falling from trees. Sky warriors use the ample amount of trees for hunting and combat. While all the clans can climb trees, only sky warriors can fight in them effectively. Sky warrior use their great jumping skill and climbing skills to hunt down birds.
Creating a Sky Warrior Cat[edit]
Do you enjoy climbing? Do you like to jump? What is so fun about being up a tree? Have you ever got stuck in the tree? Have you ever fall out of a tree? Do you prefer stalking birds in the tree or jumping down to a mouse?
- Quick Build
You can make a Sky Warrior Cat quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution. Second, choose the Warrior background. Third, choose shortsword and explorer's pack
Class Features
As a Sky Warrior Cat you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Sky Warrior Cat level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Sky Warrior Cat level after 1st
- Proficiencies
Armor: Light, Medium and sheild
Weapons: Simple weapons
Tools: none
Saving Throws: Strength, Wisdom
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) shortsword or (b) any simple weapon
- (a) dungeoneer’s pack or (b) explorer’s pack
- light armor, 10 darts
Level | Proficiency Bonus |
Features | Martial Arts | Ki Points | Climbing Speed |
---|---|---|---|---|---|
1st | +2 | Climber, Ki , Unarmored Defense | - | 1 | 30 ft |
2nd | +2 | Marshal Arts, Impact | d4 | 2 | 30 ft |
3rd | +2 | Sky Archetype, Energized by Ki | d4 | 3 | 30 ft |
4th | +2 | Ability Score Improvement, Soft Land | d4 | 4 | 30 ft |
5th | +3 | Extra attack, Ki Expanded | d6 | 5 | 35 ft |
6th | +3 | Sky Archetype Improvement, Ki-Empowered Strikes | d6 | 6 | 35 ft |
7th | +3 | Squirrel Trick, Tree Hopping | d6 | 7 | 35 ft |
8th | +3 | Ability Score Improvement | d6 | 8 | 35 ft |
9th | +4 | High Jumper | d6 | 9 | 40 ft |
10th | +4 | Aerial Takedown | d6 | 10 | 40 ft |
11th | +4 | Sky Archetype Improvement | d8 | 11 | 40 ft |
12th | +4 | Ability Score Improvement | d8 | 12 | 40 ft |
13th | +5 | High Ground | d8 | 13 | 45 ft |
14th | +5 | Up and Away | d8 | 14 | 45 ft |
15th | +5 | Diamond Soul | d8 | 15 | 45 ft |
16th | +5 | Ability Score Improvement | d8 | 16 | 45 ft |
17th | +6 | Sky Archetype Improvement | d10 | 17 | 50 ft |
18th | +6 | One with the Trees | d10 | 18 | 50 ft |
19th | +6 | Ability Score Improvement | d10 | 19 | 50 ft |
20th | +6 | Perfect Self | d10 | 20 | 50 ft |
Climber[edit]
At 1st level, you are trained in climbing up trees. Your climbing speed is 30 ft regardless of your normal base walking speed. If you already have climbing speed, increase it by 30 ft. Your climbing speed increases as your Sky Warrior Cat level increases according to the climbing speed in Sky Warrior Cat's table.
Ki[edit]
Starting at 1st level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your Sky Warrior Cat level determines the number of points you have, as shown in the Ki Points column of the Sky Warrior Cat table.
You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.
When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.
- Flurry of Blows
Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
- Patient Defense
You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
- Step of the Wind
You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
Unarmored Defense[edit]
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
Marshal Arts[edit]
At 2nd level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and Sky Warrior Cat weapons, which are shortswords and any simple melee weapons that don’t have two-handed or heavy properties.
You gain the following benefits while you are unarmed or wielding only Skyclan weapons and you aren’t wearing armor or wielding a shield:
- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
- You can roll a d4 in place of the normal damage of your unarmed strike or Sky Warrior Cat weapon. This die changes as you gain Sky Warrior Cat levels, as shown in the Martial Arts column of the Sky Warrior Cat table.
- When you use the Attack action with an unarmed strike or a Skyclan weapon on your turn, you can make one unarmed strike as a bonus action.
For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.
Impact[edit]
At 2nd level, you can convert some or all fall damage to a creature below you. Whenever you are about to take fall damage and there is a creature below you, that creature makes a disadvantage dexterity saving throw vs 8 + your proficiency bonus + your Wisdom modifier. On a failed save, you may spend ki points to transfer some of the fall damage to the creature below you. For each ki point, you remove 3d6 from fall damage and the creature below you takes 3d6 fall (bludgeoning) damage.
If you only can remove 2d6 or 1d6 from fall damage, then the creature only takes 2d6 or 1d6 respectively fall damage. You may use this ability to completely negate fall damage.
Sky Archetype[edit]
At 3rd level, you chose a sky archetype. Choose between Sky Fall, 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, 11th, and 17th levels.
Energized by Ki[edit]
Starting at 3rd level, when you use you Ki, you gain some minor abilities. If you spend 1 ki point or more on your turn, you gain the benefits below until the end of this turn.
- Leap to Your Feet: When you’re prone, you can stand up by spending 5 feet of movement, rather than half your speed.
- Hit and Run: If you hurt a creature this turn, you gain the benefit of the Disengage action.
- Ki-fueled Strike: As a bonus action, you can make one attack with an unarmed strike or a monk weapon.
Soft Landing[edit]
Beginning at 4th level, you can land on a "soft" "object" to reduce your fall damage. Whenever you are about to take fall damage and there is a creature below you, that creature makes a disadvantage dexterity saving throw vs 8 + your proficiency bonus + your Wisdom modifier. On a failed save, you can use your reaction to reduce any falling damage you take by an amount equal to four times your Sky Warrior Cat level. The creature below you takes fall (bludgeoning) damage equal to two times your Sky Warrior Cat level.
On a successful save or if there is no creature below you, you can use your reaction to reduce any falling damage you take by an amount equal to two times your Sky Warrior Cat level.
If you use Impact with this feature, you must declare it before any saving throws. The effected creature makes one saving throw for both features.
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.
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Ki Expanded[edit]
Starting at 5th level, you unlocked a major blockage in your Ki and gain many new ways to use your Ki. You gain the following
- Focused Aim: when you miss with an attack roll, you can spend 1 to 3 ki points to increase your attack roll by 2 for each of these ki points you spend, potentially turning the miss into a hit.
- Quicken Healing: as an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus.
- Stunning Strike: When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.
Ki-Empowered Strikes[edit]
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Tree Hopping[edit]
At 7th level, long periods of tree hopping make you a perfect tree hopper. You always succeed to jump from one branch to another as long as it is close enough for you to jump to. Additionally, hopping from one tree to the next does not generate sound or shake the branch, making it as stealthy as walking.
Squirrel Tricks[edit]
At 7th level, you learn a new trick to show off your ability to use trees. Choose one below:
- Sky Crusher: You can use 4d6, instead of 3d6 when using Impact. Additionally, it is always non-lethal.
- Flip-Over: When you use Impact and the creature fails the saving throw, they are prone. If they are already prone, they become restrained.
- Kick: When you land from a fall, you can push yourself 10 ft.
- Branch Swing: You have reach when you are attacking below yourself
- Trunk Spring: When you fall next to a wall or tree, you can push yourself off the wall or tree and move 5 ft away
High Jumper[edit]
At 9th level, after all of this climbing, your legs become very strong and great for jumping. You can jump as high as your climbing speed. Effects like dashing and grappled can effect the height of your jump.
Aerial Takedown[edit]
At 10th level, you become great at targeting the wings. Whenever you deal damage to a creature, that creature has a flying speed of 0 until the start of your next turn.
Additionally, you deal extra two rolls of your Martial dice of damage to creatures that are not touching anything solid (flying, hovering, floating, falling, etc). This does not apply to creatures that are swimming.
High Ground[edit]
At 13th level, you feel more brave in yourself while in a tree. You add 1d6 to all Intelligence, Wisdom, and charisma based skills when you are on a branch or on a structure.
Up and Away[edit]
At 14th level, you can bring your friends into the safety of the trees. When you use High Jumper, you can bring a willing creature within 5 ft with you with no need checks or penalities.
Diamond Soul[edit]
Beginning at 15th level, your mastery of ki grants you proficiency in all saving throws.
Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.
One with the Trees[edit]
At 18th level, while in a tree and at least 30 ft above the ground, you have an advantage on Athletics, Acrobatics, Stealth, Perception, and Investigation rolls.
Perfect Self[edit]
At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.
Sky Archetype[edit]
You learn to use your Ki in new ways
Sky Fall [edit]
Skyclan is famous for dive-bombing on top of their enemies. Some Skyclan cats take that to a new level.
Sky Bombing[edit]
At the 3rd level, your impactive landing on a foe leaves them temporarily distracted. After using impact, your next attack this turn have advantage.
At the 6th level, your next attack has advantage and deals extra damage equal to your wisdom modifier.
Light as the Clouds[edit]
At the 14th level, you become used to falling. As a reaction, you take half from fall damage this turn.
Improved Impact[edit]
At the 14th level, you are used to transferring fall damage to your foe. When using impact, you transfer 5d6 instead of 3d6.
At the 17th level, this becomes 8d6.
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[edit]
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 11th 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
Wisdom is your spellcasting ability for your cleric spells, since you learn your spells through study and memorization. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom 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 Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Picker-Upper[edit]
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 Wisdom 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[edit]
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[edit]
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 d20 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 frightened.
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[edit]
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.
Protection of Starclan[edit]
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[edit]
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[edit]
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 11th 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
Wisdom is your spellcasting ability for your warlock spells, since you learn your spells through study and memorization. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom 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 Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Wind Blast[edit]
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 Wisdom 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 (Skyclan 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 force or fire, that creature is pushed back 5 ft and cannot make any attack of opportunity until the start of their 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[edit]
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[edit]
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. 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.
- Tree Fighting
Your weapon expertise grains reach property if it is a melee weapon or increased 15/45 ft to the range of a throw attack.
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can change your weapon type.
Dark Smite[edit]
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 fire damage to the target, plus another 1d8 per level of the spell slot.
Dark Forest's Secrete Technique[edit]
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 force damage equal to your Wisdom modifier (minimum 1).
Master of the blade[edit]
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, unless it is a magic weapon that already has a bonus to those rolls.
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 Monk Subclass [edit]
You can use any HB (with the usual approval of GM) and official subclasses for monk.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Sky Warrior Cat class, you must meet these prerequisites: dex 13 or str 13 and wis 13
Proficiencies. When you multiclass into the Sky Warrior Cat class, you gain the following proficiencies: light armor, medium armor, and shield
Back to Main Page → 5e Homebrew → Classes
Back to Main Page → 5e Homebrew → Campaign Settings → Warrior Cat