The Kin Cat (5e Class)
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The Kin Cat[edit]
What is Kin Cat?[edit]
Creating a Kin Cat[edit]
- Quick Build
You can make a Kin Cat quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution. Second, choose the Feral background. Third, choose <!-elaborate on equipment choices->
Class Features
As a Kin Cat you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Kin Cat level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Kin Cat level after 1st
- Proficiencies
Armor: light and medium armor
Weapons: Simple and Martial Weapons
Tools: none
Saving Throws: Dexterity, Intelligence
Skills: Choose three from Athletics, Acrobatics, Arcana (Twoleg), History, Insight, Investigation, Religion, and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a martial weapon or (b) two simple weapons
- (a) a light crossbow and 20 bolts or (b) hand crossbow and 20 bolts
- (a) studded leather armor or (b) scale mail armor
- explorer’s pack
Level | Proficiency Bonus |
Features | Sneak Attack | Neurocraft Die |
---|---|---|---|---|
1st | +2 | Sneak Attack, Emerald Rite | 1d6 | d4 |
2nd | +2 | Fighting Style, Mind Maledict | 1d6 | d4 |
3rd | +2 | Strange Order | 2d6 | d4 |
4th | +2 | Ability Score Improvement | 2d6 | d4 |
5th | +3 | Sneaky Tricks | 3d6 | d6 |
6th | +3 | Ability Score Improvement | 3d6 | d6 |
7th | +3 | Strange Order Improvement | 4d6 | d6 |
8th | +3 | Ability Score Improvement | 4d6 | d6 |
9th | +4 | Steady Aim, Bood Magic (2 uses) | 5d6 | d8 |
10th | +4 | Drain Rite | 5d6 | d8 |
11th | +4 | Strange Order Improvement | 6d6 | d8 |
12th | +4 | Ability Score Improvement | 6d6 | d8 |
13th | +5 | Harden Soul, Bood Magic (3 uses) | 7d6 | d10 |
14th | +5 | Ability Score Improvement | 7d6 | d10 |
15th | +5 | Strange Order Improvement | 8d6 | d10 |
16th | +5 | Ability Score Improvement | 8d6 | d10 |
17th | +6 | Bood Magic (4 uses) | 9d6 | d12 |
18th | +6 | Strange Order Improvement | 9d6 | d12 |
19th | +6 | Ability Score Improvement | 10d6 | d12 |
20th | +6 | Sanguine Mastery | 10d6 | d12 |
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 Kin Cat table.
Emerald Rite[edit]
At 1st level, you create an unending poison with your mind. As a bonus action, you can activate Emerald rite you know on one weapon you’re holding. The effect of the rite lasts until you finish a short or long rest. When you activate a rite, you take physic damage equal to one roll of your neurocraft die. This damage can’t be reduced in any way.
While the rite is in effect, attacks you make with this weapon are magical, and deal extra poison damage equal to your neurocraft die. A weapon can hold only one active rite at a time. Other creatures can’t gain the benefit of your rite.
Fighting Style[edit]
At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
- Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
- Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting
When you roll a 1 or 2 on non-rite damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Mind Maledict[edit]
At 2nd level, you gain the ability to channel—or sometimes sacrifice—a part of your vital essence to curse and manipulate creatures through neurocraft magic. You know one Blood Curse of your choice from blood hunter. You learn one additional blood curse of your choice at 6th, 10th, 14th, and 18th level. Each time you learn a new blood curse, you can also choose one of the blood curses you know and replace it with another blood curse.
Each time you use your Mind Maledict feature, you choose which curse to invoke from the curses you know. While invoking a blood curse, but before it affects the target, you can choose to amplify the curse by taking physic damage equal to one roll of your neurocraft die. This damage can’t be reduced in any way. An amplified curse gains an additional effect, noted in the curse’s description. Creatures that do not have brain are immune to blood curses unless you have amplified the curse.
Once you use this feature, you must finish a short or long rest before you can use it again. You can use Mind Maledict twice between rests starting at 9th level, three times starting at 13th level, and four times starting at 17th level.
Strange Order[edit]
At 3rd level, you chose a Strange Orders. Choose between Strange Thunder, both detailed at the end of the class description. Your choice grants you features at 3rd and again at 7th, 11th, 15th, and 18th levels.
Ability Score Improvement[edit]
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.
Sneaky Trick[edit]
At 5th level, you learn to use the foe's weakness more than just raw damage. Choose one trick below. You can change your trick after a short or long rest.
Steady Aim[edit]
At 9th level, as a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.
Drain Rite[edit]
At 10th level, you learn to drain the mental powers from others. As a bonus action, you can activate Drain rite you know on one weapon you’re holding. The effect of the rite lasts until you finish a short or long rest. When you activate a rite, you take physic damage equal to one roll of your neurocraft die. This damage can’t be reduced in any way.
While the rite is in effect, attacks you make with this weapon are magical, and deal extra poison damage equal to your neurocraft die. A weapon can hold only one active rite at a time. Other creatures can’t gain the benefit of your rite.
Additionally, while that rite is active on your weapon, you gain the following benefits:
- You are immune to charming and frighten conditions caused by a spell or creature that originates within 30 ft of you.
- You have resistance to physic damage.
- Whenever you get a critical hit or kill a creature with Master Rite, you gain temporary hit points equal to one roll of your neurocraft die.
Harden Soul[edit]
At 13th level, you have advantage on saving throws against being charmed and frightened.
Sanguine Mastery[edit]
At 20th level, your mastery of blood magic reaches its height, mitigating your sacrifice and empowering your expertise. Once per turn, whenever a blood hunter feature requires you to roll a neurocraft die, you can reroll the die and use either roll.
Additionally, whenever you score a critical hit with a weapon for which you have an active crimson rite, you regain one expended use of your Blood Maledict feature.
Strange Orders[edit]
The only think strange about strange orders is that it has the word strange in it. Strange Orders are simplify abilities combat skills stolen from others.
Strange Thunder[edit]
You copy the combat abilities from Thunderclan
- Armor Training
At 3rd level, you gain proficiency in heavy armor
- Flight with thunder
At 3rd level, You copy the signature combat ability of Thunderclan. You gain Combat Maneuvers Feat.
- Puedo-Extra Attack
At 7th level, you can attack a second time. When you miss with an attack, you can make a second attack.
- Thunder Style
At 11th level, you copy the fighting style of Thunderclan. You gain fighting style from fighter.
- Fast as Thunder
At 11th level, you react to danger even faster. You have an advantage in initiative rolls.
- Indomitable
At 15th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.
- Rentless
At 18th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.
Placeholder[edit]
At 3rd level,
At 7th level,
At 11th level,
At 15th level,
At 18th level,
HB or Official Blood Hunter or Fighter Subclass [edit]
You can use any HB (with the usual approval of GM) and official subclasses for Blood Hunter or Fighter.
Treat Fighter subclass' 10th level feature(s) as this class subclass' 11th level feature(s).
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Kin Cat class, you must meet these prerequisites: 13 dex and 13 int
Proficiencies. When you multiclass into the Kin Cat class, you gain the following proficiencies: Light armor, medium armor, shields, simple weapons, martial weapons, and one skill from the class’s skill list
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