Feline Folk

Feline Folk

Small, Medium, or Large Fey Humanoid (Beastkin)

  Origin. In the time after the fall of the Great Orc Empire and the cataclysm its fall unleashed, there lived a pooka vassal to an archfey lord. The pooka fell in love with a moon elf guardian of a sacred site her lord desired. This site contained a moonbridge that would allow the archfey entry into the material plane. She performed the ritual for her lord to gain her freedom and he gave her the choice of freedom or the life of her newfound love. She chose love and served the archfey lord as he began to conquer the human kingdoms claiming territory. His reign was terrible and cut short with the rise of new horrors and a timely betrayal organized by the pooka and her moon elf love. The lord tried to curse them with his dying breath but was already too overtaxed to defeat the protection charms they wore. Instead it changed the already pregnant pooka in ways unseen until she gave birth. She gave birth to nine unique children. These children were the first feline folk and canis kin. From them these races came to be. The first ones were born nine thousand years ago.   Biology. Humanoid shaped race with feline traits, including fur patterns and eyes like the cat type they can shapeshift into. They are largely similar to humans as far as diet goes. However given their common habitats being jungles and other wild environments they are likely to prefer meat and insects over most vegetables. They do have a love for teas, but must be careful as caffeine is twice as effective in potency and duration for them. Too much in a day will disrupt their ability to take a long rest. Too much is more doses than their constitution bonus in an hour. This peculiarity in their biology also makes them resistant to the effects of alcohol, requiring them to drink twice as much as a human to have the same effect. In addition, catnip effects them psychoactively as well as giving them advantage on dexterity, performance, and insight checks and disadvantage on perception checks. Catnip prevents them from taking a long rest for 12 hours from ingestion.  

Size. Feline Folk size varies by subrace.

Age. All Feline Folk live nine times as long as humans but reach adulthood at the same rate.

All Feline Folk gain:

Ability Score. +1 to Dexterity

Nine Lives. Any time a Feline Folk drops to zero and fails three death saves it may instead expend all unspent HD (minimum 1) and heal 1+ the rolled HD expended. It may only use this ability nine times during its life. Someone casting the resurrection spell on a Feline Folk resets them to nine lives again in addition to the effects of the spell.

Pounce. Recharge 6, as a bonus action you may jump up to your move speed and perform an attack or grapple.

Zoomies. Recharge 5-6, as a bonus action you may use the dash action twice as one bonus action.

Feet First. When falling you can choose to land on your feet. Make an Acrobatics check DC equal to the falling damage. If you succeed take half damage, fail take full damage.

Natural Attacks. You can make a bite and claw attack or two claw attacks as your attack action each turn. These Attacks count as finesse weapons. Bite damage 1d4, claw damage 1d4

Cat Form. You can shapeshift into your cat form for up to one hour per short rest. You remain in that form until you take an action to shapeshift back, you take enough damage to drop your cat form to zero HP, or you are knocked unconscious. Once you shift back that hour's use is gone until you take a short rest.

Cat Nap. You can expend one HD to take a short rest that only takes one minute. You may only do this a number of times per long rest equal to your proficiency bonus.

 

Subraces:

 

Lion.

Size: Large

Speed: 50

Ability Score: +1 Strength, +1 Charisma

Natural Leader: gain advantage on Charisma saves as well as intimidation and persuasion checks.

Cat Magic: Charisma is your spellcasting ability. You add double your proficiency bonus when determining your save DC. Gain booming blade and ripclaw cantrips they can use their claws with. Gain Mage Armor you can use once per long rest. Gain any one of the following spells: Bless, Command, Detect Evil and Good, Divine Favor, Healing Word, Hunter's Mark. Choose another spell from the above list to gain at levels 6, 12, and 18. You can use these spells a number of times per long rest equal to your proficiency bonus.

Natural Attacks: Bite Damage 2d4, Claw Damage 1d6

   

Tiger.

Size: Large

Speed: 50

Ability Score: +1 Strength, +1 Wisdom

Cunning Cat: advantage on stealth, insight, and survival checks.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. As an additional aspect of your powerful build, your offhand attacks may add your strength bonus to the damage. And you may use medium creature sized two handed weapons with one hand as finesse weapons if you want.

Cat Magic: Gain advantage on the damage of any Cat Magic Spells. Gain the ripclaw cantrip. Gain the ability to cast Locate Creature 1/long rest. Gain the ability to cast Hellish Rebuke and Hunter's Mark 1/short rest each and +1/short rest each at levels 6, 12, & 18. Wisdom is the spellcasting ability.

Natural Attacks: Bite Damage 2d4, Claw Damage 2d4

   

Jaguar.

Size: Medium

Speed: 40

Ability Score: +1 Dexterity, +1 Wisdom

Master Climbers: advantage on Athletics checks made for climbing. Gain a climbing speed equal to your move speed.

Nightstalkers: Darkvision 120, advantage on stealth checks. They can move at full speed while stealthing even if climbing.

Shadow Walker: At level 1 Gain a unique form of Misty Step that allows you to step into one shadow and teleport through the shadow plane to reappear from another shadow within 60 feet, or remain on the shadow plane if you choose. You can use this ability a number of times per short rest equal to your proficiency bonus.

Cat Magic: Hunter's Mark 1/short rest and ritual casting. Can learn ritual spells from any classes spell list. Charisma is the spellcasting ability. Gain advantage on arcana checks. Gain any one of the following cantrips: Guidance, Prestidigitation, Chill Touch, Poison Spray, Resistance, Spare The Dying, Thaumaturgy. Choose another cantrip from the above list to gain at levels 6, 12, and 18.

Natural Attacks: Bite and Claw Damage 1d4

   

Panther.

Size: Medium

Speed: 40

Ability Score: +1 Dexterity, +1 Charisma

Cat Magic: Detect Magic 1/short rest and ritual casting. Can learn ritual spells from any classes spell list. Charisma is the spellcasting ability. Gain advantage on arcana checks. Gain any one of the following cantrips: Guidance, Prestidigitation, Mage Hand, Mending, Minor Illusion, Ripclaw, Spare The Dying, Thaumaturgy. Choose another cantrip from the above list to gain at levels 6, 12, and 18.

Nightstalkers: Darkvision 120, advantage on stealth checks.

Shadow Walker: At level 1 Gain a unique form of Misty Step that allows you to step into one shadow and teleport through the shadow plane to reappear from another shadow within 60 feet, or remain on the shadow plane if you choose. You can use this ability a number of times per short rest equal to your proficiency bonus.

Natural Attacks: Bite and Claw Damage 1d4

   

Bobcat.

Size: Small

Speed: 35

Ability Score: +1 Constitution, +1 Wisdom

Cold Resistance: Resistance to cold damage.

Expert Trackers: advantage on survival checks for tracking, covering your tracks, and making shelter in the wild.

Master Climbers: advantage on Athletics checks made for climbing. Gain a climbing speed equal to your move speed.

Great Leap: As a bonus action you may make a great Leap, jumping your move speed. Max jump height and distance is your move speed.

Cat Magic: Gain the Druidcraft cantrip and then pick one more cantrip from the following list: Chill Touch, Mending, Ray of Frost, Ripclaw, Sacred Flame, Shocking Grasp or Thorn Whip. Choose another cantrip from the above list to gain at levels 6, 12, and 18. Gain any one of the following spells- Entangle, Expeditious Retreat, Featherfall, Jump, Longstrider, Hunter's Mark. Choose another spell from the above list to gain at levels 6, 12, and 18. You can use these spells a number of times per long rest equal to your proficiency bonus.

Natural Attacks: Bite and Claw Damage 1d4

   

Cheetah.

Size: Medium

Speed: 50

Ability Score: +1 Dexterity, +1 Intelligence

Sprinter: The Cheetah can take the Dash action as a bonus action. When the Cheetah uses the Dash action, it's speed is tripled instead of doubled.

Agile: Opportunity attacks against the Cheetah are made at disadvantage. The cheetah has advantage when rolling initiative.

Cat Magic: All spells you cast that increase your speed also increase the damage you deal when attacking as long as you have moved that turn. Add 1d4 force damage for every 10 feet moved this turn from your increased velocity. This damage is added to any type of attack, including spell attacks and ranged weapon attacks. Cast the Haste Spell on self only with no components a number of times per long rest equal to Proficiency Bonus. Gain the Message and Ripclaw cantrips and any one other cantrip from any classes spell list.

Natural Attacks: Bite and Claw damage 1d4

   

Snow Leopard.

Size: Medium

Speed: 40

Ability Score: +1 Constitution, +1 Charisma

Winterborn: Ice damage instead heals the snow Leopard for half the damage it would have dealt. The snow Leopard takes no negative effects from extreme cold environments. Its visibility is not hindered by heavy snowfall. It gains advantage on Dexterity saves as well as survival and nature checks in snowy environments.

Cat's Grace: Gain advantage on acrobatics, persuasion, and performance checks. Can move over frozen terrain as easily as grassland and will not lose its footing even on extremely slick surfaces.

Cat Magic: All spells you cast that do cold damage and any melee attacks you make add your proficiency bonus as cold damage to the damage dealt. Gain the Ray of Frost cantrip and one other cantrip from any classes spell list. Gain any one of the following spells- Color Spray, Faerie Fire, Featherfall, Grease, Healing Word, Hunter's Mark. Choose another spell from the above list to gain at levels 6, 14, and 18. You can use each of these spells a number of times per long rest equal to your proficiency bonus.

Natural Attacks: Bite and Claw Damage 1d4

   

Domestic House Cat.

Size: Small

Speed: 30

Ability Score: +1 Dexterity, +2 Charisma

Cat Magic: Gain proficiency in Arcana and make Arcana checks at advantage. Gain any one of the following cantrips- Friends, Vicious Mockery, Guidance, Prestidigitation, Mending, Thaumaturgy. Choose another cantrip from the above list to gain at levels 6, 12, and 18. Gain any one of the following spells: Disguise Self, Protection from Evil and Good, Sanctuary, Bane, Bless, Charm Person, Healing Word, Hellish Rebuke. Choose another spell from the above list to gain at levels 6, 12, and 18. You can use any of these spells you have chosen a total number of times per long rest equal to your proficiency bonus.

Cat's Grace: Gain advantage on acrobatics, persuasion, and performance checks.

Natural Attacks: Bite and Claw Damage 1d4.



Cover image: A strange planet this way floats. by magejosh with DALLE3

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