Warrior Cat (5e Class)

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Warrior Cat[edit]

"The last of the Clans have gone from this place, [...] WarriorClan keeps our memory alive, but even what they know of the Clans is far from the real story."

—Graystripe Graystripe's Vow, page 315

What is the Warrior Cat?[edit]

In this world, animals, like cats, are as smart as humans. Warrior cats are a collection of kittypets and loners. After all the clans has been driven out by the twolegs (humanoids), a certain loner continues to tell stories about the mighty clans, Over time kittypets and loners alike become inspired by the tells and decided to create their own clan, Warriorclan. After some time has passed, a scout of real clan cats arrived. Under a brief, yet informational, guidance, they help to shape the Warriorclan closer to a real clan.

Warriorclan is a group of cats that follow the traditions of the clan cats. Unlike real clan cats, some of them remain as loners and kittypets. With no real threat from other cats and plentiful food from both the wild and from twolegs, Warrior cats have a much easier life than a real clan cats. While their hunting abilities are good, their combat abilities are lacking. Without a real combat, some combat moves are more for show than a real threat to the enemy.

Creating a Warrior Cat[edit]

What cause you to join this mix bag group called Warriorclan? Were you originally a loner, kittpet or born into the group? What do you think of twolegs (humanoids? What do you think of this exotic lifestyle?

Quick Build

You can make a Warrior Cat quickly by following these suggestions. First, Strength or Charisma should be your highest ability score, followed by Constitution. Second, choose the Warrior background (Paw). Third, choose greatsword and scale armor

Class Features

As a Warrior Cat you gain the following class features.

Hit Points

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

Proficiencies

Armor: light and medium armor, shield
Weapons: simple weapons, rapier, greatsword, and glaive
Tools: none
Saving Throws: constitution and charisma
Skills: 2 skills of your choice

Equipment

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

  • (a) Rapier or (b) Greatsword or (c) glaive
  • (a) leather armor or (b) Scale armor
  • explorer's pack

Table: The Warrior Cat

Level Proficiency
Bonus
Features Roar Roar Die Roar Radius Talents Known
1st +2 Roar, Self Motivation Roar, Finder's Keeper, Hardy 1 D4 10 ft -
2nd +2 Warrior Talent 1 D4 10 ft 1
3rd +2 Roar Architype 1 D4 10 ft 1
4th +2 Ability Score Improvement 1 D4 10 ft 1
5th +3 Extra Attack 1 D4 15 ft 1
6th +3 Roar Architype Improvement 2 D4 15 ft 1
7th +3 2 D4 15 ft 2
8th +3 Ability Score Improvement 2 D4 15 ft 2
9th +4 Relentless Roar 2 D4 15 ft 2
10th +4 Roar Architype Improvement 2 D6 20 ft 2
11th +4 Magic Item Adept 2 D6 20 ft 2
12th +4 Ability Score Improvement 2 D6 20 ft 3
13th +5 2 D6 20 ft 3
14th +5 Roar Architype Improvement 2 D6 20 ft 4
15th +5 Persistent Roar 3 D6 25 ft 4
16th +5 Ability Score Improvement 3 D8 25 ft 4
17th +6 3 D8 25 ft 5
18th +6 Roar Architype Improvement 3 D8 25 ft 5
19th +6 Ability Score Improvement 3 D8 25 ft 5
20th +6 Lion's Roar 3 D8 30 ft 5

Roar[edit]

At the 1st level, your legendary roar is almost on par with the one of the great big cats: lions. As a bonus action, you create a loud roar to motivate others. Choose up to your charisma modifier of creatures (not including yourself) that can hear you and within your roar radius. They receive a roar die.

Until the start of your next turn, the creature can roll the roar die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Roar die, but must decide before the DM says whether the roll succeeds or fails. Once the Roar die is rolled, it is lost. A creature can have only one Roar die at a time.

Once you have roar the number of times shown for your warrior cat level in the roar column of the warrior cat table, you must finish a short or long rest before you can roar again.

Self Motivation Roar[edit]

At the 1st level, your great roar also makes you stronger. After you make a Roar, you gain the following benefits if you aren't wearing heavy armor:

  • You have the advantage to resist frightened condition.
  • When you make a melee weapon attack using Strength, you deal extra damage equal to your roar die, as shown in the Roar Die column of the Warrior Cat table.
  • You have resistance to physic damage

Your Self Motivation Roar lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your Self Motivation Roar on your turn as a bonus action.

Finder's Keepers[edit]

At 1st level, you find items from your Twoleg (humanoid owner) or from other Twolegs. You start with 1 salvaged items of your choice from this list below. The maximum of salvaged items is equal to half of your Warrior Cat level (rounded down, min 1).

When you spend at least 1 hour searching for twoleg items in a location with twolegs, you are guaranteed to at least find one of the salvageable items for your level. It does not guarantee that the item can be obtained without any difficult but it cannot be deadly difficulty. Example: guarded by a cat or stuck on top of the house.

If you are at your cap, you can "trade" one of your salvaged item for the salvaged item that you just found. Any twoleg or magical items that you have that is not gained from this feature does not count to your item cap and cannot be "traded" for salvaged item.

Starting and 1st level salvaged items
Item Name Attunement Homebrew Item
Bell No Yes
Cat Backpack Yes Yes
Cat Toy No Yes
Collar No Yes
Collar with a Bell No Yes
String No Yes
Starting and 6th level salvaged items
Item Name Attunement Homebrew Item
Breathing Bubble No No
Orb of Direction No No
Orb of Time No No
Thermal Cube No No
12th level salvaged items
Item Name Attunement Homebrew Item
Cap of Water Breathing No No
LED Pen Flashlight (Button) No Yes
Ring of Truth Telling Yes No
Ring of Warmth Yes No
Saddle Backpack Yes Yes
Sippy Cup No Yes
Wagon No Yes
18th level salvaged items
Item Name Attunement Homebrew Item
Brooch of Shielding Yes No
Necklace of Adaptation Yes No
Lazer Pointer No Yes
LED Pen Flashlight (Switch) No Yes
Periapt of Wound Closure Yes No
Ring of jumping Yes No
Ring of Mind Shielding Yes No
Tactical backpack Saddle Yes Yes

Hardy[edit]

At 1st level, your hit points maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Warrior Talent[edit]

At 2nd level, each Warrior Cat learn and talented in different things. Warrior talents is the features and abilities you learn from other warrior cats. You gain one warrior talents of your choice. When you gain certain warrior cat levels, you gain additional talent of your choice, as shown in the Talents Known column of the Warrior Cat table. A level prerequisite refers to your level in this class.

Some warrior talents use a DC or a spell saving DC. The DC for these talents are 8 + your charisma modifier + your proficiency mod.

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.

Roar Architype[edit]

At the 3rd level, you chose a Roar Architypes. Choose between Amplified, Roar-ior, Warrior, 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 the 6th, 10th, 14th, and 18th levels.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack[edit]

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

Relentless Roar[edit]

At the 9th level, your roar can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're self-motivation roar and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Magic Item Adept[edit]

At the 11th level, you achieve a profound understanding of how to use and make magic items:

  • You can attune to up to four magic items at once.
  • If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.

Persistent Roar[edit]

At the 15th level, your roar keeps you motivated even if you do not attack. Your self-motivation roar only end early only if you fall unconscious or if you choose to end it.

Lion's Roar[edit]

At the 20th level, your roar is as great as the mighty lion's roar. Creatures with roar die do not lose the roar on use. They only lose roar die at the start of your turn.

Warrior talents[edit]

TwoLeg Study

You can start to try to figure out Twoleg's strange items. You can study a Twoleg's item for 1 hour of uninterrupted work, which can coincide with a short or long rest. At the end of the research, make an arcana (Twoleg) check VS dc of 10 + 3 * the item rarity. You have an advantage on the roll if you have seen this Twoleg's item being used or have done this research earlier in the same day. On a pass, you know (to the limit of a cat's perspective) what this item is and what it does.

Additionally, whenever you make a Charisma check, you gain a bonus to the check equal to your Strength modifier (minimum of +1).

Eager for a Fight

You are ready to fight. You have advantage to all intimidation checks against creatures with a lower cr or level than you.

Hear Me Roar!

You are filled with pride when you roar. While in Self Motivation Roar, you are immune to being frightened.

7th level[edit]

Mediator

You have a mixed life of the luxury of a kittypet, friends with loners, and training as warriors. You have the advantage to ability and skill checks when you are serving as a third "neutral" party between two or more groups of humanoid (cats).

Cross Training

You learn a thing or two from kittypets and loners. You can learn one talent from kittypet or loners. You treat 1/3 of Warrior Cat levels as kittypet or loner for this feature

13th level[edit]

Courageous Roar

Your roar fills your party with energy and courageous. Any creature with your roar die loses the charm and frightened condition and cannot get charmed or frightened condition as long they have your roar die.

Twoleg Escapee

You are a master at escaping from twolegs. You have advantage to all rolls to hide, flee, or escape from a twoleg.

17th level[edit]

Battle Roar

You can make a roar that helps your allies fight. When a creature gains your roar die, they gain advantage on attack rolls and saving throws until the start of your next turn.

Once you use this feature, you can’t use it again until you finish a long rest.

Skilled in Charming

You are the most charismatic of them all. You gain proficiency in all charisma based skills.

Roar Architypes[edit]

Every good warrior cat can make a powerful roar. It is how the roar affects yourself and others that are up to every single warrior cat. Some roars boast the moral while others inspire others to do the right thing.

Amplified [edit]

You unlock a powerful inner power that can improve your natural abilities. You constantly strive to achieve self-improvement.

Applify

At the 3rd level, you can amplify one of your many body parts. When you use Self Motivation Roar, choose which body part to amplify. This lasts until your Self Motivation Roar ends.

  • Mouth

Your mouth becomes stronger and your teeth grow sharper. Cat's Bite, Crunch, and Spit Ball are considered as bite attacks. Bite attacks damage dice are increased 1d8 damage unless it has a bigger damage dice (like 2d6).

Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit.

  • Legs

Your legs grow thicker and stronger. Whenever you use the Lunge or Back Kick attack, you do not provoke attacks of opportunity from that creature, regardless of whether you hit or not hit the creature.

Your speed is increased by 10 ft.

  • Paw

Your paw enlarges and the claws become deadlier. Cat's Claw, Front Paw Blow, Slap, Slice, and Swipe are considered as paw attacks. Paw attacks damage dice are increased 1d6 damage unless it has a bigger damage dice (like 1d8).

Once on each of your turns when you attack with a paw attack using the Attack action, you can make one additional paw attack as part of the same action.

  • Tail

Your tail becomes bigger and thicker. Tail whip now deals 1d6 and the reach of 15 ft.

Spirit of Battle

At the 6th level, you hone your skills with various weapons. You are proficient with martial weapons.

Fighting Spirit

At the 6th level, you improve your weapon to a new level. You gain one of the fighting styles in the blood hunter class.

Battle Roar

At the 6th level, your famous roar inspire others to perform in battle better. Creatures with your roar dice from you can roll that die and add the number rolled to the weapon damage roll it just made.

Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the roar die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.

Warrior Clan Spirit

At the 10th level, you are inspired by the original five clans. You can change your option after short or long rest. Choose one of the following features that represent your inspiration.

  • River

Your attacks in your Aplified special attacks deal cold damage instead of normal damage.

You gain a swimming speed equal to your walking speed, and you can hold your breath underwater twice as long.

  • Shadow

Your attacks in your Aplified special attacks deal necrotic damage instead of normal damage.

You have the advantage to perception, investigation, and stealth while in the dark. You can use your bonus action to make hide action or perception check while you are in the dark.

  • Sky

Your attacks in your Aplified special attacks deal force damage instead of normal damage.

You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

  • Thunder

Your attacks in your Aplified special attacks deal thunder damage instead of normal damage.

You gain Martial Adept feat.

  • Wind

Your attacks in your Aplified special attacks deal force damage instead of normal damage.

Your movement speed is increased by (your proficiency modifier/2 rounded down) times five. You ignore difficult terrain.

Fearful Soul

At the 14th level, no sane cat should face your anger. It is time to show them why. When you hit a creature with your special attack from Aplified, they get a peek of your horrifying soul. The target must succeed on a Wisdom saving throw (DC equal to 8 + your Charisma modifier + your proficiency bonus) or suffer one of the following effects (your choice):

  • The target is frightened for 1 minute or a successful repeating save at the end of their turn.
  • The target takes three rolls of bardic dice worth of psychic damage.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Roar of the Lion

At the 18th level, you can give your companions get a massive morale boost. When you Roar, the creatures that receive your roar die also gain 5 temporary hit points and extra features. Until the Self Motivation Roar, not Roar ends, whenever the effected creature hits a target with an attack roll and deals damage to it, the creature can roll a d6 and gain a bonus to the damage equal to the number rolled.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Roarior [edit]

The Roarior warrior cat (surprisingly not the worst name) is known to have the greatest and best roar out of all the cats. It is said that it is almost equal to the great lion's roar.

Protective Roar

At the 3rd level, your roars do better than just motivate others, it magically helps others from harmful effects. Whenever you Roar choose one of the following effects that all creatures with the roar die gains. They lose this effect when they lose the roar die.

  • Bravery

The creature loses frighten condition and immunity from the frightened condition.

  • Calm

The creature loses charm condition and immunity from the charm condition.

  • Antidote

The creature loses poisoned condition and immunity from the poison condition. This does not affect poison damage.

  • Restore

The creature loses blindness and deafened condition and immunity from blindness and deafened condition. This only applies to magical effects. This does not grant sight through darkness or particles in the air, like fog.

  • Freedom

The creature gains advantage to all rolls to avoid being grapple and restrained.

  • Neutralize

The creature gains an advantage to saving throws against non-damaging magic. In addition, the creature gains resistance to all magic damage.

Reverse Roar

At the 6th level, your roar can harm creatures instead of helping them. When you use Roar, you can instead do reverse roar. The next time the creature with that roar dice makes an ability check, attack roll, or saving throw, they roll the roar die and subtract it from the total.

Additionally, when you use reverse roar, all creatures that just gain the roar die roll make a wisdom saving throw vs 8 + your proficiency modifier + Charisma modifier. They do not immediately use the roar die against this save. On the failed save, the creature is frightened of you until they lose the roar die.

Reliable Roar

At the 10th level, your roar die refuses to die out without being useful. When a creature adds one of your roar dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the roar die.

Inspiration through Others

At the 14th level, you can convert inspiration from others into an additional roar die. When a creature within roar radius of you adds one of your roar dice to its ability check, attack roll, or saving throw and the roll succeeds, you can (without requiring your reaction) encourage a different creature (other than yourself) that can hear you within your roar radius of you, giving it a roar die without expending any of your Roar uses. Like normal roar die, they disappear after being used or start of your turn.

Self Roar

At the 18th level, you can motivate yourself through your roars. When you use your Roar, you may choose yourself to give a roar dice. If you do, that roar dice only disappear when you use it or Self Motivated Roar ends.

Warrior [edit]

Warrior warrior cats (defiantly not a bad name) hone their skill for combat and give pride to their clan. They aim to tireless improve and help their own clanmates.

The Other Cleaning Burn

At the 3rd level, your attacks generate a coat of acid to cleanse your way. While you’re Self Motivation Roar, the first creature you hit on each of your turns with a weapon attack takes extra acid damage equal to 1d6 + half your Warrior cat level.

Its not my Time, Yet

At the 3rd level, your massive willpower prevents you from dying from fatal wounds. You have an advantage on death saving throws. You can gain only one failed death save per round.

Improved Roar

At the 6th level, When the creature uses the roar die, the die does additional effect based on whether the die benefits an ability check, an attack roll, or a saving throw, as detailed below:

  • Ability Check

When the creature rolls the roar die to add it to an ability check, the creature can roll the Bardic Inspiration die again and choose which roll to use.

  • Attack Roll

Immediately after the creature rolls the roar die to add it to an attack roll against a target, acid explodes from the attack. The target and each creature of your choice that you can see within 5 feet of it must succeed on a Constitution saving throw against dc of 8 + your proficiency bonus + Charisma modifier or take acid damage equal to the number rolled on the roar die.

  • Saving Throw

Immediately after the creature rolls the roar die and adds it to a saving throw, causing the creature to gain temporary hit points equal to the number rolled on the roar die plus your Charisma modifier (minimum of 1 temporary hit point).

Try Again

At the 10th level, you do not want to let down your clan and be able to shrug off even the greatest problems. If you fail a saving throw while you’re Self Motivation Roar, you can reroll it, and you must use the new roll. You can use this ability only once per Self Motivation Roar.

Warrior's Roar

At the 14th level, you can infuse your roar with greater power. When you unleash Roar, all creatures with your roar die to gain an advantage on attack rolls, saving throws, and ability checks until the start of your turn. Even spending the roar die early does not end this effect early.

Once you use this feature, you can’t use it again until you finish a long rest.

Voice of Greatest Secrets

At the 18th level, you gain the ability to convince others that you know their greatest secrets.

As an action, you magically whisper a phrase that only one creature of your choice within 30 feet of you can hear. The target must make a Wisdom saving throw against dc of 8 + your proficiency bonus + Charisma modifier. It automatically succeeds if it doesn’t share a language with you or if it can’t hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect.

On a failed saving throw, the target is charmed by you for the next 8 hours or until you or your allies attack it, damage it, or force it to make a saving throw. It interprets the whispers as a description of its most mortifying secret. You gain no knowledge of this secret, but the target is convinced you know it.

The charmed creature obeys your commands for fear that you will reveal its secret. It won’t risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend.

When the effect ends, the creature has no understanding of why it held you in such fear.

Once you use this feature, you can’t use it again until you finish a long rest.

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 Table
Level Cantrips Known Spells Known Magic Points Spell Level
3 2 2 2 1
4 2 2 2 1
5 2 3 3 1
6 2 3 4 1
7 2 4 4 2
8 2 4 5 2
9 2 5 6 2
10 3 5 6 2
11 3 6 7 2
12 3 6 8 2
13 3 7 8 3
14 3 7 9 3
15 3 8 10 3
16 3 8 10 3
17 3 9 11 3
18 3 9 12 3
19 3 10 12 4
20 3 11 13 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 Points

The Starclan's Chosen Spellcasting Table shows how many magic points you have to cast your cleric spells of 1st level and higher. To cast one of these cleric spells, you must expend a magic points equal to the spell's level + 1. The highest spell's level that you can use is shown in the Spell Level column of the Starclan's Chosen Spellcasting Table.

For example, if you know the 1st-level spell bless and the highest spell level is 2, you can cast bless as a 1st level spell by spend 2 magic points or 2 level spell by spending 3 magic points.

Spells Known of 1st Level and Higher

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

The Spells Known column of the Starclan Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be a divination or enchantment spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

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

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

Spellcasting Ability

Charisma is your spellcasting ability for your cleric spells, since you learn your spells through study and memorization. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Picker-Upper

At the 3rd level, Starclan taught you small ways to regenerate the body and soul. You learn the Spare the Dying cantrip, which doesn't count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.

Additionally, whenever you stablize a creature, you may choose to heal them 2d4 hit points. You can use this feature up to twice of your proficiency bonus per short or long rest.

Refreshed Sleep

At the 3rd level, your dreams with Starclan boaster the spirit. After sleeping at least 30 mins, you gain 1d4 of temporary hit points.

Channel Starclan

At 6th level, you gain the ability to channel divine energy directly from Starclan, using that energy to fuel magical effects. When you use your Channel Divinity, you choose which of the two effects to create. When you finish a short or long rest, you regain your expended uses which is only once at 9th level. Beginning at 18th level, you can use your Channel Divinity twice between rests.

  • Channel Starclan Balm of Peace

As an action, you can move up to your speed, without provoking opportunity attacks, and when you move within 5 feet of any other creature during this action, you can restore a number of hit points to that creature equal to 2d6 + your Charisma modifier (minimum of 1 hit point). A creature can receive this healing only once whenever you take this action.

  • Channel Starclan Turn the Tide

As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points.

Encouraging Words[edit]

At the 10th 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.

The Little Things Matter

At the 14th 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 with a result 1 as a result of 2.

Starclan Intervention

At the 18th 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 during long rest, you can tell your Starclan allies (including yourself) the people you desire to protect. You choose up five creatures of your choice.

Whenever any creature that is under the protection of Starclan is reduced to 0 hit points or killed, you roll a 1d20. If you roll a number equal to or lower than this class' level, the creature's "second" life triggers. They are revived and healed 1d4 hit points. Once this second life is triggered, creature cannot 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
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
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 warlock 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 warlock 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, when you are 15th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

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

Harsh Training

At the 3rd level, the training that you receive in the Dark Forest is very dangerous. Many of your features uses the training dice which is 1d4. At 5th level, it becomes 1d6. At 11th level, it is 1d8. At 17th level, it is 1d10 damage.

Additionally, during your dreams, you take a dangerous lessons from the Dark Forest. The injuries are carried over to the waking world. After completing a long rest, you take bludgeoning, slashing, or piecing (chosen by GM) damage equal to your training dice.

Improved True Strike

At the 3rd level, you study your foe to target the most vulnerable locations. You learn the True Strike cantrip, which doesn't count against the number of warlock cantrips you know. For you, it does not require concentration.

When you use True Strike, your next attack has increase to the attack and damage roll equal to your training dice.

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. Whenever you kill or hit a creature below 0 hp you gain temporary hit points equal to your training dice.

Weapon Invocation

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. As long you are wielding your weapon expertise, you can use your weapon invocation. Whenever you gain a new level in this class, you can change your weapon type and weapon invocation. Choose one from below to be your weapon invocation:

  • Aim for the weak point

When you use True Strike with your weapon expertise, you can use your charisma modifier instead of your strength or dexerity modifier. Additionally, you deal an extra equal to your training dice plus your charisma modifier.

  • 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.

  • Bully

Whenever you hit with your weapon expertise, you may push or pull them 10 ft away or towards you.

  • 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 piercing damage equal to your training dice.

  • Sorry

Once per turn when you hit a creature with your weapon expertise, you can expend one spell slot to deal necrotic damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. After dealing damage, the creature becomes charmed by you until the start of you next turn.

  • Acidic spray

Whenever you get a hit with your weapon expertise, the acid on your weapon expertise splash to a creature within 5 ft. That creature takes your charisma modifier of acid damage.

Might and Magic

At the 10th level, when you use your action to cast a cantrip, you can immediately make one weapon attack as a bonus action.

Dark Forest's Secret Technique

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

Forest Boon

At the 18th level, you have completed your training in the dark forest and dark forest give you a boon to make this imporant stage in your life. Pick one boon from below:

  • Boon of the Weapon Expert

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.

  • Boon of the Familiar Mentor

You can use a bonus action to call your ex-mentor in an unoccupied space you can see within 15 feet of you. This spirit is invisable to everyone except you and anyone with true or eather sight. Your ex-mentor lasts until they are slain, until you dismiss them as a bonus action, or until you're incapacitated.

Your spiritual ex-mentor has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If they have to make a saving throw, it uses your saving throw bonus for the roll. The spirit is the same size as you, and they occupies its space. On your turn, your mentor can move up to 30 feet on their own. If your spirit is ever more than 60 feet from you at the end of your turn, they return to the dark forest.

  • As a bonus action, you can teleport, magically swapping places with your mentor at a cost of 15 feet of your movement, regardless of the distance between the two of you.
  • When you take the Attack action or cast a spell on your turn, any attack or spell you make with that action can originate from your space or the mentor's space. You make this choice for each attack or spell.
  • When a creature that you can see within 5 feet of your mentor moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the mentor's space.
  • Boon of the Tome's Knowledge

Your mentor taught you some off the books spells. When you gain this feature, choose one 1st-level spell from any class's spell list (the three needn't be from the same list). You that 1st level spell at will. If you want to cast it at a higher level, you must spend the usual amount of mana points for that level. This spell don't count against your number of spell known. If they don't appear on the warlock spell list, they are nonetheless warlock spells for you.

  • Pact of the Talisman Tattoo

Your mentor carves a tattoo of a talisman, a talisman that can aid you when the need is great. When you fails an ability check, you can add a your training dice to the roll, potentially turning the roll into a success. This benefit can be used once per short or long rest.

Forest Arcanum

At the 18th level, your mentor bestows upon you a magical secret called an arcanum. Choose one 4th-level spell from the warlock spell list as this arcanum.

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

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 Roar

At the 13th level, even your roars heals others. When a creature receives your roar die, they are healed 10 hit points. At 17 level, it becomes 13 hit points.

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.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Warrior Cats class, you must meet these prerequisites: str 13 and char 13

Proficiencies. When you multiclass into the Warrior Cats class, you gain the following proficiencies: light, medium, shield, and simple weapon

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