The Traveler's Guide to Aellorah
The Lynoxi emerged into Aellorah in Arak, near Quen's Wellspring in southern Arak in the Great Divide. They resemble humanoid cats, and they come in multiple varieties – the Jaggri, the Pardi, and the Panteri. They are natural explorers, pathfinders, and sailors. The Pardi went to the frozen Esterburn Highlands and some regions of the Anduskian Grasslands, while the Panteri occupied the forests all around Arak. Meanwhile, the Jaggri migrated to the Yzerid Desert, taming the harsh environment that the Elves did not care for and claiming it as their own.
If ever you find yourself lost in the forest, there is a good chance there may be a Panteri nearby who can guide your way. They consider it a sacred duty to guide those who are lost. The Jaggri variety also enjoy sailing the seas, and are well-known for hunting pirates, or sometimes joining them.
They inherited the divine domains of Animal and Hunting, as well as one other domain depending on their subrace.
Your powerful legs and nimble form give you the ability to pounce on your prey. As an action, you can leap up to 20 ft. towards a creature you can see and make a claw attack against them as part of the action. If the attack hits, the target must succeed on a contested Athletics check or be knocked prone. If you land a critical strike with this attack, you can pin down your target, restraining them. While pinning a target in this manner, they must succeed on a contested Athletics check to break free. You must have a hand free to make this attack. You can do this a number of times per long rest equal to your proficiency bonus.
Your keen sense of smell and predatory instincts make you an expert tracker. You have proficiency in Survival. Additionally, your sense of smell is so keen, that it allows you to detect creatures within 60 ft. of you. The further you are from them, the less accurate your perception of where they are. You are always passively aware of the presence of nearby creatures within range as long as they have a scent. As an action, you can attempt to narrow down a creature's location.
You can use your claws to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.