Catfolk
Common Cultures: Caravan, Feywild, Itinerant, Natural, Nomadic, Warrior, Wild
Ancestry Traits
Size. Your size is Medium.
Speed. 30 ft.
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.
Your claws are natural weapons with the finesse property which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to
1d6 + your Strength or Dexterity modifier
, instead of the bludgeoning damage normal for an unarmed strike.
Though hundreds of variations of catfolk exist, many share some common characteristics. Choose two of the following:
- 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
. You can use your Daunting Roar a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a Long Rest. - Feline Agility. Your reflexes and agility allow you to move with a burst of speed. 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.
- Hunter's Instincts. You have proficiency in one of the following skills of your choice: Acrobatics, Athletics, Intimidation, Perception, Stealth, or Survival. You can choose this legacy multiple times, selecting a new skill each time.
- Keen Hearing and Smell. You have Advantage on Perception checks that rely on hearing or smell.
- Mountain Lion. You gain a climb speed equal to your walking speed.
Paragon Options
Apex Predator
Choose two additional options from the Feline Legacy trait. You gain the benefits from those options.
Black Cat
When you are hit by an attack, as a Reaction, you may magically force the attacker to reroll the attacker with Disadvantage. If the attack still hits you, you may cast the bestow curse spell on them immediately. They have Disadvantage on this saving throw.
You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a Long Rest.
Evasion
When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. You don't benefit from this feature if you are Incapacitated.
Feline Agility
Your walking speed increases by 10 feet, and you can use your Reaction when you fall to reduce any falling damage you take by an amount equal to five times your level.
Pack Tactics
You have Advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't Incapacitated.
Pounce
You are adept at hunting down your foes. You gain the following benefits:
- Your claws now deal 1d8 + your Strength modifier slashing damage.
- If you move at least 20 feet straight toward a target and then hit it with a melee weapon attack on the same turn, the creature must make a Strength saving throw
(DC = 8 + your Strength modifier + your proficiency bonus)
or be knocked Prone. - You can make a single melee weapon attack with your claws against a Prone target with a Bonus Action.