Wind Warrior Cat (5e Class)
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Wind Warrior Cat[edit]
"We are the closest Clan to StarClan, spiritually and physically, and we always know our warrior ancestors are watching over us. That is what makes us strong. No matter what trials we must endure, WindClan will last forever."
— Tallstar on WindClan in Secrets of the Clans, page 27
What is a Wind Warrior Cat?[edit]
In this world, animals, like cats, are as smart as humans. Wind Warrior Cats are the adult cats from Windclan, one of the five or four clans that live next to each other. Wind Warriors specialize in hit and run. With their great speed, it near impossible for anyone to catch up to them. In their home territory, grassy hills can be used to hide for ambush or to see enemies from a far distance. Due to their speed, they often catch rabbits.
Creating a Wind Warrior Cat[edit]
Why do you enjoy running? Where do you want to travel to? What is your connection with the afterlife? Do you charge into danger or run away from it? Are you curious about the tunnels?
- Quick Build
You can make a Wind 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 Wind Warrior Cat you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Wind Warrior Cat level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Wind Warrior Cat level after 1st
- Proficiencies
Armor: light armor
Weapons: Simple weapons, shortswords
Tools: none
Saving Throws: Dexterity, Charisma
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) a shortsword or (b) any simple weapon
- (a) a dungeoneer’s pack or (b) an explorer’s pack
- leather armor and 10 darts
Level | Proficiency Bonus |
Features | Charge Damage | Unarmored Movement |
---|---|---|---|---|
1st | +2 | Charge, Nimble Action | 1d8 | - |
2nd | +2 | Charge Through, Unarmored movement | 1d8 | 10 |
3rd | +2 | Wind Archetype,Skirmisher | 1d8 | 10 |
4th | +2 | Ability Score Improvement | 2d8 | 10 |
5th | +3 | High Speed Strikes, Accurate Charge | 2d8 | 10 |
6th | +3 | Momentum, Stillness of Mind | 2d8 | 15 |
7th | +3 | Wind Archetype Improvement | 3d8 | 15 |
8th | +3 | Ability Score Improvement | 3d8 | 15 |
9th | +4 | Purity of Body | 3d8 | 15 |
10th | +4 | Wind Archetype Improvement | 4d8 | 20 |
11th | +4 | Nimble Paws | 4d8 | 20 |
12th | +4 | Ability Score Improvement | 4d8 | 20 |
13th | +5 | Body Language | 5d8 | 20 |
14th | +5 | Wind Archetype Improvement | 5d8 | 25 |
15th | +5 | Slippery Mind | 6d8 | 25 |
16th | +5 | Ability Score Improvement | 6d8 | 25 |
17th | +6 | Tongue of Sun and Moon | 7d8 | 25 |
18th | +6 | Wind Archetype Improvement | 7d8 | 30 |
19th | +6 | Ability Score Improvement | 8d8 | 30 |
20th | +6 | Opening Charge | 8d8 | 30 |
Charge[edit]
At 1st level, you found a way to deal extra damage when ramming into someone. If you move at least 20 ft towards an enemy, your next attack on this turn will deal an extra 1d8 bludgeoning damage. This can be carried over to your next turn. This effect ends if you move again.
The amount of the extra damage increases as you gain levels in this class, as shown in the Charge Damage column of the Wind Warrior Cats table.
Nimble Action[edit]
At the 1st level, you can perform dash or disengage as a bonus action.
Charge Through[edit]
At 2nd level, nothing can stop your full speed charge. After moving at least 10 ft you gain the following benefits:
- Attack of opportunity has disadvantage to hit you
- You can move through any creature's space
- You ignore difficult terrain
Unarmored Movement[edit]
At the 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain Wind Warrior Cat levels, as shown in the Wind Warrior Cat table.
Skirmisher[edit]
Starting at the 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.
Wind Archetype[edit]
At 3rd level, you chose a wind archetypes. Choose between Tunnler, Speedster, The Wind of Change, Blessed, Wind Breaker, 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, 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.
High Speed Strike[edit]
At 5th level, your attacks become hard to follow. When you deal bludgeoning damage, it deals magical bludgeoning damage for the purpose of overcoming bludgeoning damage resistance.
Accurate Charge[edit]
At the 5th level, you become better at aiming your Charge. When you use charge, you add your proficiency bonus to that next attack roll.
Momentum[edit]
At the 6th level, you are able to transfer some of the momentum of your charge to an unlucky victim. When using Charge and after your next successful hit on this turn, you may use your bonus action to trigger your momentum. Choose one of the momentum features from below. You can change your momentum option after leveling up.
Some momentum abilities require a saving throw. Your saving throw DC is 8 + proficiency bonus + dexterity or strength modifier.
- Get Away!
The creature makes a strength saving throw or be pushed away from you equal to half of the amount of distance of your charge. If a creature is forcibly stopped before reaching the end of the push, like hitting a tree or another creature, they both take your proficiency bonus in bludgeoning damage.
- Get Off
All creatures that are on you or grappled to you, must make dexterity or strength saving throw or be pushed away from you by 5 ft and become prone.
- Sand Attack
The creature makes a constitution saving throw or be blinded until the start of your next turn or they use an action to rub out the sand from their eyes.
- Shock and Awe
The creature makes a constitution saving throw or be stunned until the start of their turn.
- Left hook
You make another weapon attack against the creature. You do not add any extra damage from the charge to that attack.
- What?
All hostile creatures within 5 ft of you makes a wisdom saving throw or they cannot use any reaction until the start of their turn.
Stillness of the Mind[edit]
Starting at 6th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.
Purity of the Body[edit]
At 10th level, you daily exercise makes you immune to disease and poison. Additionally, you age 25% slower.
Nimble Paws[edit]
At the 11th level, you become too fast for enemies to hit you. After dealing damage with a charge, you don't get attacks of opportunity until the start of your next turn.
Body Language[edit]
At 13th level, you learn the silent body languages as an alternative way to communicate when the running too fast to hear. You can read the body languages of others. If someone is feeling powerful emotion or desire to send a simple and silent message to you, you understand it just by getting a good look at them.
Additionally, you gain advantage on insight checks.
Slippery Mind[edit]
At the 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.
Tongue of Sun and Moon[edit]
At 17th level, you learn to understand majority of what the creature is saying by reading their body language. You understand all languages as long you are seeing the speaker. Complex words and pronoun still escape you.
After 5 minutes of listening and watching, you can poorly speak that creature's language until your next short or long rest. The longer you listen and watch, the better you can speak the new language.
Opening Charge[edit]
At the 20th level, You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.
Wind Archetypes[edit]
A just using hit-and-run strategy may be the most effective method of attacking, but it is always wise to use other methods to fight. Some wind warrior cats choose to go underground while other looks elsewhere for inspiration.
Tunneler [edit]
Tunneler has to go through hard and deadly training to navigate the tunnels. The tunnels are no place for a cat or any creatures. There is no light, multiple twists and turns, flash flooding, wild animals, and the worst part fresh air coming from small shafts, mocking and tricking cats that this is the right way out. Tunnelers don't learn how to fight in the tunnel, instead, they learn to navigate it so that they can pop out anywhere on the battlefield.
Tight Fit[edit]
At the 3rd level, you learn how to move nimbly in tight places. You can fit into places that normally fit only a creature one size smaller than you. Additionally, you do not lose any movement speed for squeezing through tight places.
Tunnel Vision[edit]
At the 3rd level, you become used to traveling inside dark tunnels. You have 10 ft blindsight while in tunnels.This blindsight only reveals what is ahead of the tunnel, not behind you nor through walls.
Your blindsight is increased by the 5th every 4 levels.
Additionally, you gain 5 ft of blindsight. This does not increase as you gain levels in this class.
Tunnel Map[edit]
At the 7th level, you memorize every turn, twist, exit, and entrance to the maze of tunnels. You cannot be lost while you are in a tunnel. You always know how to get to any tunnel entrance or exit that you have been through.
Additionally, you have the advantage to all checks to find a tunnel entrance or exit.
Alert for Danger[edit]
At the 7th level, your ears are open to any dangers approaching. While in the tunnels, your blindsight can pick up any sound in your range, even though walls.
Pop Goes the Weasel[edit]
At the 10th level, You are an expert at popping in and out of the tunnel. When you come out of the tunnel, you do not provoke any attacks of opportunity. All creatures are surprised by you when you exit or entire the tunnel.
Tunnel Fighter[edit]
At the 14th level, you are used to the limitations of the tunnel. While in the tunnel, you add your proficiency bonus to attack rolls. Your ac is increased by 2 if the attack comes from directly in front of you.
Tunnel Expert[edit]
At the 18th level, you are the master of the tunnel. As long as you are inside of the tunnel, you gain the following effects:
- You are invisible
- Do not make any sounds
- Speed increased by 5 ft
- You cannot be frightened
- You ignore difficult terrain
- You can hold your breath twice as long
- You gain 50 ft swimming speed
- You gain 40 ft climbing speed
Speedster [edit]
To some cats, there is no such thing as too much speed. With this much open space, there is no harm in going at maximum speed.
Burst of Speed[edit]
At the 3rd level, you channel your inner cheetah. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
Out of the Way![edit]
At the 7th level, your reckless speed has enough power to push others away from you. When you make a successful hit after charge that creature is pushed by 5 ft.
Additionally, your speed is increased by 5ft
Run on Air and Water[edit]
At the 10th level, your crazy speed has enough momentum to temporarily ignore the laws of gravity. As long you have a running start of 20 ft, you can "run" across 10ft gaps of air or water.
Additionally, your long jump distance is doubled.
At 18th level, this gap is increased to 20 ft.
Unstoppiable[edit]
At the 14th level, your ability to move reaches supernatural speeds. Your walking speed cannot be reduced below 40 ft with the exception of not having legs, and the conditions of paralyzed and incapacitated. If you are being grappled or restrained, that creature must make a Strength saving throw vs your Momentium save. On a fail, the grappled or restrained ends. On a success, the creature is dragged with you.
Faster than Sound[edit]
At the 18th level, you reach a speed greater than anyone should achieve. At the cost of 90 ft of movement, you can cast [[#Thunder Step (5e Spell)|Thunderstep}} without requiring any spell slots, verbal component, or bonus action. Your Momentium save is the saving throw of this spell. When you cast the spell this way, you can teleport up to 60 ft.
You can use this six times per short or long rest.
The Wind of Change [edit]
You can feel the wind of changing fates. You can sense when fate is changing and control the wind of fate. Some cats believe that being close to the holy site and open sky awakens the spiritual part of the cat.
Stop the Change[edit]
At the 3rd level, you can stop the wind of change before it happens. When a creature you can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage.
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.
Wind of Starclan[edit]
At the 3rd level, before you make a saving throw or attack roll, you can feel the guiding wind from Starclan. You roll a d4 and add it to the total.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.
Count on your Lucky Stars[edit]
At the 7th level, you can feel Starclan protecting from bad luck. You reroll 1s on a d20.
Wind Caller[edit]
At the 10th level, you can create your own wind of change. You gain guidance and resistance cantrip. You can cast them as a bonus action.
Calming Wind[edit]
At the 14th level, you can create calming wind that clears the mind. As a reaction, you or a creature within 30 ft can reroll an intelligence or Wisdom saving throw that they fail. They must use the new roll.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.
Create Wind of Change[edit]
At the 18th level, you can call the great wind of change to change the fate of the battle. If half of your party is down (rounded down, minimum 2), you can use your action to call the great wind of change. If you do so, all allies with 1 mile are restored a number of hit points equal to two times your Wind Warrior level. Creatures at 0 hp gain double the healing. This feature can restore a creature to no more than half of its hit point maximum.
Once you use this ability, you cannot use it again until 1 week has passed.
Wind Breaker [edit]
Windclan is good at moving around to get the perfect pincer attack. Some cats focus on that piercer over increasing their speed. They break through the wind and their foes with ease
Pincer Attack[edit]
At the 3rd level, you can take advantage of the exposed back than most cats. You can advantage to attack rolls when flanking an enemy with an ally. If playing with optional flanking rules, you instead add your proficiency bonus to all attacks against the flanked creature.
Crushing Charge[edit]
At the 7th level, your charge is extra deadly when the target is unable to move away. Your attack after Charge deals an extra 1d6 bludgeoning damage to a flanked creature
At the 18th level, it becomes 2d6 bludgeoning damage.
Improved Flanking[edit]
At the 10th level, it is easier for you to get flanking. You gain flanking when your ally is 5 ft off of the normal flanking spot. That ally must still be within five feet of the enemy.
Greater Momentum[edit]
At the 14th level, you can use momentum even when you are not moving. You can use Momentum on flanked creatures without the need for be using Charge.
Additionally, you learn one new momentum option. Whenever you use momentum, you can choose which of the two you want to use.
Nowhere to Run[edit]
At the 18th level, your attacks on flanked creatures leave them helpless. After a successful hit on a flanked creature, their speed is reduced to 5 ft.
Blessed [edit]
You have been blessed by some great power, It could be the wind, nature, StarClan, great cats, or just pure luck. Regardless, you are a very fortunate person.
- Vigilant Blessing
At the 3rd level, your blessing has given you an edge over possible dangers. You gain a vigilant blessing from a twilight cleric.
- Blessing of the Trickster
At the 3rd level, you gain the blessing of the trickster from a trickery cleric.
- Favored by the Gods
At the 7th level, divine power guards your destiny. You gain a favored by the gods from a divine soul sorcerer.
- Protection from Good and Evil Fate
At the 7th level, you can prevent good and evil fates in play. You gain restore balance from clockwork sorcerer
- Blessing of Knowledge
At the 10th level, you are blessed by knowledge. You gain Blessing of Knowledge from knowledge cleric.
- Bend Luck
At the 14th level, you have the ability to twist fate using your blessings. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.
You can use this feature up to your wisdom modifier until you need a long rest to recharge.
- Unearthly Recovery
At the 18th level, you gain the ability to overcome grievous injuries. You gain an unearthly recovery from a divine soul sorcerer.
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 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.
Encouraging Words[edit]
At the 7th 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 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 10th 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 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 18th 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 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. 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 (Windclan 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 force, you gain an extra 5 ft of movement for every successful hit you make this turn. This ends at the end of your 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 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. Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can change your weapon type. Choose one from below to be your dirty trick.
- Aim for the weak point
You add your 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 the wind
Whenever you get a successful hit with your weapon expertise, you gain 30 ft of movement until the end of your turn.
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 force damage to the target, plus another 1d8 per level of the spell slot.
Might and Magic[edit]
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 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 18th 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.
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[edit]
At the 3rd level, Snag'em is a special mixture of healing herbs wrapped in a snag weed. 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[edit]
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[edit]
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[edit]
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 Wisdom 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.
Diagnosis[edit]
At the 7th level, you hone your senses to better help others. You can see all creature's current hit points, maximum hit points, and any non-magical status effects.
Healer's Friend[edit]
At the 10th level, you help anyone complete their healing. As a reaction, you can reroll a 1 on any healing rolls that target a creature within 30 ft of you.
Better than Being Dead[edit]
At the 14th level, you learn to utilize Lurk even when it is not safe to use it. You can use Lurk on a creature that already has the maximum limit of Lurk for that short or long rest. When you do this, they gain one level of exhaustion.
Lurk no longer works on creatures with three or more levels of exhaustion.
Improved Snag'em[edit]
At the 18th 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 Wind Warrior Cat class, you must meet these prerequisites: Dexterity 13
Proficiencies. When you multiclass into the Wind Warrior Cat class, you gain the following proficiencies: light armor
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