Thunder Warrior Cat (5e Class)

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Thunder Warrior[edit]

"We're not the enemy! We shouldn't be fighting one another. We're ThunderClan. We protect one another. We're bound by kinship and loyalty and the warrior code. Some of you chose ThunderClan. All of you have fought for your Clan, even when everything seemed hopeless. Some of you are preparing to bring new life into ThunderClan. Kits need to be protected and loved and taught how to live as warriors, and I know they will be, because in ThunderClan we protect those who need to be helped. We live, not for ourselves, but for one another. Everyone of you has put your Clan first before yourself in the past. No matter how young or inexperienced, you've all fought to protect your Clan. The bond that we've shared will not be broken now. We've all been through so much."

— Squirrelflight to ThunderClan in Darkness Within, page 284

What is a Thunder Warrior Cat?[edit]

In this world, animals, like cats, are as smart as humans. Thunder Warrior Cats are the adult cats from Thunderclan, one of the five or four clans that live next to each other. Thunder Warriors specialize in fighting in dense forest with painful brambles. They tend to be more open minded than most and are willing to implement other's fighting style into their own. Not only they are good hunters in dense forest, they use fancy tricks that they learn from all sorts of people over the ages.

Creating a Thunder Warrior[edit]

Why are you interested in learning complex but useful tricks for battle? How did you learn to navigate through dense forest? How do you try to keep your mind open to new ideas?

Quick Build

You can make a Thunder Warrior quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution or Wisdom. Second, choose the Warrior background. Third, choose scale mail, two shortswords, and dungeoneer's pack.

Class Features

As a Thunder Warrior you gain the following class features.

Hit Points

Hit Dice: 1d10 per Thunder Warrior level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Thunder Warrior level after 1st

Proficiencies

Armor: Light, medium, shield, and heavy armor
Weapons: Simple and marshal weapons
Tools: none
Saving Throws: Strength, Dexterity
Skills: Choose two from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

Equipment

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

  • (a) scale mail or (b) leather armor
  • (a) two shortswords or (b) two simple melee weapons
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • A longbow and a quiver of 20 arrows

Table: The Thunder Warrior

Level Proficiency
Bonus
Features Superiority Dice Size Maneuvers known
1st +2 Forest Survivor, Combat Superiority d4 2
2nd +2 Canny, Fighting Style d4 2
3rd +2 Forest Archetype d6 3
4th +2 Ability Score Improvement d6 3
5th +3 Extra Attack d6 4
6th +3 Tree Climber, Lightning Reflexes d6 4
7th +3 Forest Archetype Improvement d8 5
8th +3 Ability Score Improvement d8 5
9th +4 Indomitable d8 6
10th +4 Tireless, Superiority Endurance d8 6
11th +4 Forest Archetype Improvement d8 7
12th +4 Ability Score Improvement d8 7
13th +5 Indomitable (2) d10 8
14th +5 Thunder's Protection d10 8
15th +5 Forest Archetype Improvement d10 9
16th +5 Ability Score Improvement d10 9
17th +6 Relentless d12 10
18th +6 Indomitable (3), Superiority Endurance (2) d12 10
19th +6 Ability Score Improvement d12 11
20th +6 Thunderous Attack d12 11

Forest Explorer[edit]

At the 1st level, you are incredibly familiar with forest terrain. When you make an Intelligence or Wisdom check related to forest terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.

While in forest terrain, you gain the following benefits:

  • Difficult terrain doesn’t slow you down
  • You are not harmed by non-magical plants.
  • You can’t become lost except by magical means.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • You can move stealthily at a normal pace.
  • While tracking other creatures, you also learn roughly their number, their sizes, and how long ago they passed through the area. Additionally, you can use your sense of smell to make an educated guess on what type of creature it was.

Combat Superiority[edit]

At 1st level, you learn tricks that Thunderclan uses. You learn maneuvers that are fueled by special dice called superiority dice.

Maneuvers.

You learn two maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn one additional maneuver of your choice at every 2 levels, seen in the Thunder Warriors table. Each time you gain a level in Thunder Warrior, you can also replace one maneuver you know with a different one.

Superiority Dice.

You have a Wisdom modifier amount of superiority dice, which start at d4. Your superiority dice increases in size at certain levels in this class, seen in the Thunder Warriors Table. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

Saving Throws

Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Wisdom modifier

Thunderous Maneuvers (Optional)[edit]

If not playing a low magic world, ask your GM if the damage added by Maneuvers deal Thunder damage instead of normal weapon damage.

Canny[edit]

At the 2nd level, choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.

Fighting Style[edit]

At the second level, you adopt a particular 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.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

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 a 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, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose a disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Superior Technique

You learn one maneuver of your choice. Additionally, you gain one extra superiority dice.

Forest Archetype[edit]

At the 3rd level, you chose a forest archetype. Choose between Thunder and Lightning, 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 7th, 11th, and 15th 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.

Extra Attack[edit]

Beginning at the 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Lightning Reflexes[edit]

At the 6th level, you react to danger even faster. You have an advantage in initiative rolls.

Tree Climber[edit]

At the 6th level, you learn some climbing skills from Skyclan. You gain climbing speed equal to your walking speed.

Additionally, your speed is increased by 5.

Indomitable[edit]

Beginning at 9th 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.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 18th level.

Superiority Endurance[edit]

At the 10th level, you find a way to use Maneuvers more efficiently through practice. You gain an extra Superiority die.

You gain another die at the 18th level.

Tireless[edit]

At the 10th level, you are used to the harsh life of a warrior. As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.

Thunder's Protection[edit]

At the 14th level, you help others in their time of need. As a reaction and one use of superiority dice from Maneuvers feature, you can choose one ally within 60 feet of you that failed its intelligence, wisdom, or charisma saving throw. If that creature can see or hear you, it can roll your superiority dice and add the result to its saving throw.

Relentless[edit]

At 17th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.

Thunderous Attack[edit]

At the 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. This damage is Thunder damage instead of weapon damage. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

Forest Archetypes[edit]

Forest is a great place for cats. Over time, you hone your craft and improve your own skills. It is time to see what skills you have created!

Lightning and Thunder [edit]

Each clan has a special tactic that is key to their success. Thunderclan uses quick and sudden attacks and retreats to confuse their foes. Such tactics are similar to Windclan's general strategy of hit and run. With the added cover of bushes and trees, Thunderclan uses these covers to hide the true numbers of the ambushing party.

Lightning Strike[edit]

At the 3rd level, you are an expert at confusing ambushes. At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn.

Any creature you hit on this turn makes a Constitution saving throw vs your maneuver save DC. On a fail, they are blinded until the end of your turn as bleeding around the eye and ear covers their vision.

Lightning Escape[edit]

At the 3rd level, you are as fast as lightning. You can use your bonus action to disengage.

Thunderous Knock Back[edit]

At the 7th level, your attacks can push others away. Whenever you deal Thunder damage, they must make a strength saving throw vs your maneuver save DC or be pushed back by 10 ft.

Additionally, once per turn you can turn your weapon's damage into thunder damage.

Lightning Infused Attack[edit]

At the 11th level, you are able to harness a fraction of lighting. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 lightning damage to the target. When you reach the 15th level, the extra damage increases to 2d8.

Lightning does Strike Twice[edit]

At the 15th level, just like lightning, you strike your foe multiple times. If you successfully hit a creature in your turn, you can make a weapon attack as a bonus action. If that attack hits, the target takes an extra 1d4 thunder 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.

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[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 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

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.

Keep Up[edit]

At the 7th level, you show others on how to succeed. Whenever a creature within 30 ft of you fails strength based roll or a roll that you succeeded this turn, 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 7th 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.

Celestal Agility[edit]

At the 11th level, when you use your action to cast a cantrip, you can immediately make one weapon attack as a bonus action.

Protection of Starclan[edit]

At the 15th 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.

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[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 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

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

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. 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 (Thundclan 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 thunder, that creature is pushed back 5ft and deafened until the end of your next turn.

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

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 Wisdom 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 7th 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.

Quick like lightning

Whenever you get a critical hit with your weapon expertise, you can make one weapon attack as a bonus action.

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 7th 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 thunder damage to the target, plus another 1d8 per level of the spell slot.

Might and Magic[edit]

At the 11th level, when you use your action to cast a cantrip, you can immediately make one weapon attack as a bonus action.

Dark Forest's Secrete Technique[edit]

At the 15th 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 thunder damage equal to your Wisdom modifier (minimum 1).

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 7th 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 11th 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 15th 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 Ranger Subclass [edit]

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

Maneuvers[edit]

The same maneuvers as Battlemaster Fighter except Quick Toss are banned.

Ambush

When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren't incapacitated.

Bait and Switch

When you're within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks.

Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.

Brace

When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll.

Commander's Strike

When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.

Commanding Presence

When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.

Disarming Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Distracting Strike

When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has an advantage if the attack is made before the start of your next turn.

Evasive Footwork

When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

Feinting Attack

You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have an advantage on your next attack roll against that creature before the end of your turn. If that attack hits, add the superiority die to the attack's damage roll.

Goading Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has a disadvantage on all attack rolls against targets other than you until the end of your next turn.

Grappling Strike

Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player's Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check.

Lunging Attack

When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.

Maneuvering Attack

When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Menacing Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Parry

When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Strength modifier.

Precision Attack

When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

Pushing Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Rally

On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.

Riposte

When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.

Sweeping Attack

When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt with by the original attack.

Tactical Assessment

When you make an Intelligence (Investigation), Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.

Trip Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Thunder Warrior class, you must meet these prerequisites: (Str 13 or Dex 13) and Wis 13

Proficiencies. When you multiclass into the Thunder Warrior class, you gain the following proficiencies: Light, medium, and shield proficiency. You also gain simple and martial weapons.

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