Leonin

Leonin guard their territory well, and non-Leonin usually get a cold reception. Many other peoples (humans in particular) still regard the Leonin with suspicion due to their ancient allegiance to the Elemental Lords. More than once this has led to full on wars, but the Leonin now coexist in peace with their neighbors, as long as they keep to their own territory. However, the Leonin understand that an individual is not the culture they came from. Given time anyone can earn their trust, though humans and tritons will have their work cut out for them.   Ability Scores: Con +2; Str +1 Size: Medium Speed: 35 ft.   Languages. You can speak, read, and write Common and one other language.   Darkvision. 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 can't discern color in darkness, only shades of gray.   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 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.   Hunter's Instincts. You have proficiency in one of the following skills of your choice: Athletics, Intimidation, Perception, or Survival.   Daunting Roar. As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 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. Once you use this trait, you can't use it again until you finish a short or long rest.

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