Felidaen
The felidaen—also known as the leonin, guard the shining plains of Kerrios. Prides of these often nomadic, feline-like humanoids rarely interact with people outside those found in the plains, knowing all too well of the treachery of strangers. Still, some felidaen wonder of what lies beyond their homeland, and if they serve a bigger purpose out in the wider world.
Darkvision. You have Darkvision with a range of 60 feet. Claws. Your claws are natural weapons, which you can use to make Unarmed Strikes. If you hit with them, you can deal Slashing Damage equal to 1d6 + your Strength modifier, instead of the normal damage for an Unarmed Strike. Hunter's Instincts. You have Proficiency with two of the following Skills of your choice: Athletics, Intimidation, Martial, Perception, Stealth, or Survival. Powerful Build. You count as one Size larger when determining your Carrying Capacity and the weight you can push, drag, or lift. Pride’s Faith. You have a bonus on Initiative rolls you make equal to half your Proficiency Bonus. Furthermore, whenever you make a Faith check, you can add or reduce the result rolled by 2. Daunting Roar. As a Bonus Action, you let out an especially menacing roar. All creatures of your choice within 15 feet of you that can hear you must succeed on a Wisdom Saving Throw, or become Frightened of you until the end of your next turn. The DC of the save equals 8 + your Proficiency Bonus + your Constitution modifier. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Starting at 5th level, you can use this feature to instead choose a single target within 30 feet of you. If you do, that creature must succeed the Saving Throw or suffer from the Cowering condition for the duration (instead of Frightened).
Beastfolk Origins
Beastfolk Origins
There are many species that call themselves Beastfolk, all of whom share the same origin that dates back to a single event: the Curse of Chimeron. Save for the beast-turned, scaledfolk, and fey people, nearly every being that is a mix of man and animal is a beastfolk. While some have successfully integrated themselves into the world, others live in secluded colonies, hidden from persecution.
Although modern day beastfolk are no longer cursed by Chimeron, they are born of the same ancestors that were. For long ago, some of humanity did not respect nature. They plundered lands for resources, slaughtered animals for sport, and burned its fields for simple enjoyment, all to an absurd degree. Among all the deities, Chimeron was by far the most outraged of this. Eventually pushed to the brink, Chimeron—with the assistance of Malinoth—cursed all these humans; as Chimeron put it, "they will learn to respect nature by becoming a part of it". They were cursed to transform into beastfolk, to be of simple minds, and to be unable to reproduce any offspring not of their own kind. As generations passed, Chimeron believed the beastfolk had finally learned from their past crimes, and lifted the curse. By then though, the beastfolk were already an entirely new species (the ones we know today).
Although modern day beastfolk are no longer cursed by Chimeron, they are born of the same ancestors that were. For long ago, some of humanity did not respect nature. They plundered lands for resources, slaughtered animals for sport, and burned its fields for simple enjoyment, all to an absurd degree. Among all the deities, Chimeron was by far the most outraged of this. Eventually pushed to the brink, Chimeron—with the assistance of Malinoth—cursed all these humans; as Chimeron put it, "they will learn to respect nature by becoming a part of it". They were cursed to transform into beastfolk, to be of simple minds, and to be unable to reproduce any offspring not of their own kind. As generations passed, Chimeron believed the beastfolk had finally learned from their past crimes, and lifted the curse. By then though, the beastfolk were already an entirely new species (the ones we know today).
Noble and Fierce
Felidaen tend to be tall compared to humans and move with a boldness that suggests their physical might. Tawny fur covers felidaen bodies, as they share many qualities with creatures like lions, tigers, jaguars and leopards. While their hands prove as nimble as those of other humanoids, felidaen have retractable feline claws, which they can extend instantly. This, along with their ability to produce bone-shaking roars, gives most felidaen an air that readily shifts between regal and fearsome. Other people often perceive felidaen as quick to take offense, intolerant of criticism, or belligerent. The truth though, is that many felidaen simply enjoy fighting, whether verbal or physical. They take pleasure in argument, wrestling, sparring, and even battle, enjoying the opportunity to exercise their minds and bodies. It follows, too, that felidaen aren't typically inclined to carry grudges. A warrior might react with sudden violence to an insult, but when the fight is over, the insult is forgotten—along with the vanquished foe.Pride and Self-Reliance
Few felidaen devote themselves to the service of the gods, making felidaen one of the species most common to be atheistic. It's not that they deny the existence of deities; they merely see the gods as mercurial and ultimately unworthy of adoration. Felidaen often opt to instead rely on themselves and their prides. A pride is bound together by the experience of a shared challenge and, in particular, the sacred act of the hunt. Though felidaen have been known to converse and interact with other people in their homeland (most notably with Tabaxi), it is very rare for a non-felidaen to be part of a pride.Felidaen Names
Along with their personal names, felidaen identify themselves by their pride. A member of the Flintclaw pride with the personal name of Ziore, for example, would likely style herself as Ziore of the Flintclaw. Female Names: Aletha, Atagone, Demne, Doxia, Ecate, Eriz, Gragonde, Iadma, Koila, Oramne, Seza, Ziore Male Names: Apto, Athoz, Baragon, Bryguz, Eremoz, Gorioz, Grexes, Oriz, Pyxathor, Teoz, Xemnon, Xior Pride Names: Embereye, Flintclaw, Goldenfield, Ironmane, Starfeller, SunguidesFelidaen Traits
Your character has the following traits.Felidaen
Ability Score Increase Str +2; Con +1 or Cha +1
Size Medium
Speed 35 ft.
Alignment. Choose one of the alignments approved by your GM. Typical Felidaen tend towards Lawful and Good alignments. Creature Type. You are a Humanoid. You are also considered a felidaen for any prerequisite or effect that requires you to be a felidaen. Size. You are Medium (about 5-7 feet tall), and weigh about 120-240 pounds. Speed. Your land Speed is 35 feet. Languages. You can speak, read, and write Common and Terran. Life Span. Felidaen mature and age at about the same rate as humans.
Darkvision. You have Darkvision with a range of 60 feet. Claws. Your claws are natural weapons, which you can use to make Unarmed Strikes. If you hit with them, you can deal Slashing Damage equal to 1d6 + your Strength modifier, instead of the normal damage for an Unarmed Strike. Hunter's Instincts. You have Proficiency with two of the following Skills of your choice: Athletics, Intimidation, Martial, Perception, Stealth, or Survival. Powerful Build. You count as one Size larger when determining your Carrying Capacity and the weight you can push, drag, or lift. Pride’s Faith. You have a bonus on Initiative rolls you make equal to half your Proficiency Bonus. Furthermore, whenever you make a Faith check, you can add or reduce the result rolled by 2. Daunting Roar. As a Bonus Action, you let out an especially menacing roar. All creatures of your choice within 15 feet of you that can hear you must succeed on a Wisdom Saving Throw, or become Frightened of you until the end of your next turn. The DC of the save equals 8 + your Proficiency Bonus + your Constitution modifier. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Starting at 5th level, you can use this feature to instead choose a single target within 30 feet of you. If you do, that creature must succeed the Saving Throw or suffer from the Cowering condition for the duration (instead of Frightened).