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==Dungeons & Dragons== Catfolk in [[Dungeons & Dragons]] go all the way back to first edition, with [[Rakasta]] first appearing in the modules [[X2: Castle Amber]] and X1: [[Isle of Dread]], alongside the [[Lupin]] (dog/wolf-people, another hugely common furry race), and Tabaxi first appearing in the Fiend Folio. The Rakasta have a long enough history to warrant their own page, but as for other D&D catfolk... ===Tabaxi=== <center> <gallery> File:Tabaxi 1e FF.jpg|The original tabaxi from the [[Fiend Folio]]. File:Tabaxi 2e MC.jpg|The revised tabaxi from 2nd edition. File:Tabaxi 2e MM.png|And they wonder why there are so many furries in D&D. File:Tabaxi 5e.jpg|The latest take on the tabaxi; looks kind of like the Cheetos mascot. </gallery> </center> Initially appearing in the [[Fiend Folio]], Tabaxi are a reclusive race of humanoid felines native to tropical and subtropical jungles. They live in Stone Age-level clans, shyly hiding from most other sapient humanoids and hunting native game like peccaries and capybaras. The Tabaxi were later made a native race of the [[Forgotten Realms]] indigenous to [[Maztica]] - because of course you're going to have jungle-dwelling cat-people in the South America expy, right? - in the Fires of Zatal adventure. They were then chosen to be added to the official [[Advanced Dungeons & Dragons]] Monstrous Manual. In the shift, tabaxi went from having an implicitly [[catgirl]]-like appearance and tiger-colored pelts to a [[furry]] appearance and a yellow with black spots pelt with either solid spots (like a leopard) or roseate spots (like a jaguar); those tabaxi who look like leopards pronounce their species name as ta-BAX-ee, whilst those who resemble jaguars instead call themselves tah-BAHSH-ee. Maztican tabaxi share something in common with [[lizardfolk]], in that they have a larger, more powerful, innately magic and utterly evil "lord" version that possibly has infernal origins and which sometimes enslaves their clans. Unlike the Lizard Kings, though, "tabaxi lords" appear as huge, talking, non-anthro male jaguars or leopards. They're most notable for the fact that they're bitter rivals of [[couatl]]s, and in fact were probably made to be expies for the Huitzilpochtli and Quetzalcoatl rivalry, and the fact that they can only reproduce by humping the female tabaxi, which is kind of squicky even for many furries. Speaking of which, the fact their picture in the Monstrous Manual depicts a naked, big-breasted female tabaxi was probably responsible for more than its share of closet D&D furries. Tabaxi became a full-fledged PC race in 5th edition, appearing in Volo's Guide to Monsters. They are notable as one of the absolute ''fastest'' races in the game, with a base speed of 30 feet per round and the ability to make a super-charged "Dash" that eats up their next turn's movement... which is a pretty cheap price for moving close to 120 feet in a single turn. Tabaxi can really sprint, which is odd, given they were jaguars & leopards, not cheetahs. The 5e Tabaxi PC writeup looks like this: ::Ability Score Modifiers: +2 Dexterity, +1 Charisma ::Size: Medium ::Speed: 30 feet ::Vision: Darkvision 60 feet ::Feline Agility: When you move on your turn in combat, you can double your speed until the end of your turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns. ::Cat's Claws: You have a Climb speed of 20 feet and can make unarmed strikes with your claws, dealing 1d4 + Str modifier Slashing damage instead of the normal bludgeoning damage. ::Cat's Talent: You have Proficiency in Perception and Stealth. The 5e [[Maztica]] fan revival draws on a mixture of old Tabaxi lore and pure fanon, dividing the race into three species; leopard-folk (standard 5e tabaxi), jaguar-folk (more aggressive and warlike, often from tribes that are or were ruled by jaguar lords), and ocelotl (smaller, gentler ocelot-like tabaxi with an affinity for [[psionics]] and highly reclusive). This revamped statblock looks like this: ::+2 Dexterity ::Medium ::Speed 30 feet ::Darkvision 60 feet ::Feline Agility and Cat's Claws: as above ::Subrace: Choose the Leopard-folk, Jaguar-folk or Ocelotl subrace. :::Leopard-folk: +1 Charisma, Cat's Talent (as above). :::Jaguar-folk: +1 Strength, Increased Claw Damage (Cat's Claws are 1d6+Str modifier), Jungle Camouflage (Advantage on Stealth checks in jungles). :::Ocelotl: +1 Intelligence, Quick Climber (Climb speed is 30 feet). {{D&D5e-Races}} ===Catfolk=== In 3rd edition, when [[Mystara]] was lost in [[Wizards of the Coast|WoTC's]] files, they created a more generic anthro cat race, and they called them... catfolk. First appearing in the Miniatures Handbook, they were later reprinted with a fuller racial writeup in the Races of the Wild. They're described as basically a primitive and nomadic tribal society of humanoid big cats, most commonly resembling lions, with leopard, tiger and cheetah-like individuals being just a difference in coat patterns. They're described as having an emotional nature and tending to act in "fits and starts" rather than in a smooth, continuous effort. Bursts of activity interspersing consistent laziness. They have the habit of leaping impulsively out of hiding and into combat when a foe is in the vicinity, and this is among the reasons why they tend towards Chaotic Neutral alignment. Many catfolk favor the use of charms and totems that they braid into their hair for luck in battle, success on the hunt, and good fortune in other such endeavors. :: +4 Dexterity, +2 Charisma. :: A catfolk’s base land speed is 40 feet. :: Low-Light Vision: Catfolk can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions. :: Racial Skills: Catfolk have a +2 racial bonus on Listen and Move Silently checks. :: +1 natural armor bonus. :: Automatic Languages: Common, Feline. Bonus Languages: Draconic, Gnoll, Halfling, Sylvan. :: Favored Class: Ranger. :: Level adjustment +1. ===Amurrun=== [[File:PF Catfolk (Original).jpg|200px|thumb|right|The first ever Amurrun, in all her [[catgirl]] glory!]] [[Image:Catfolk Serendipity Shaman.png|thumb|200px|left|A Serendipity Shaman, one of the unique class styles developed by the Amurrun.]] [[Pathfinder]] also includes catfolk, which refer to themselves in-universe as the Amurrun, as part of their fantasy kitchen sink approach. This elicited some query from fans over differences in artwork, portraying them both as [[catgirl]]s and as catfolk, until it was clarified in one splat-book that Amurrun are very "mutable" and so the exact ratio of cat to human in their appearance varies wildly between areas, or even between individuals, sort of like the Khajiit of The Elder Scrolls. Whether or not this has to do with humans tending to screw Amurrun is left unclear. Like many of the more popular Pathfinder races, Amurrun have a wide array of alternative racial traits and options. '''Core Amurrun Traits:''' :: +2 Dexterity, +2 Charisma, -2 Wisdom :: Racial Type: Humanoid (Catfolk) :: Medium :: Base Speed: 30 feet :: Low-Light Vision :: '''Cat's Luck:''' Roll a Reflex saving throw twice and take the better result. This can be done once per day. :: ''Natural Hunter:''' +2 racial bonus to Perception, Stealth and Survival checks. :: '''Sprinter:''' +10ft racial bonus to speed when using the Charge, Run or Withdraw action. '''Variant Amurrun Traits:''' :: '''Cat's Claws:''' Replaces Natural Hunter, grants the ability to make claw attacks (inflict 1d4 damage) as primary attack-class natural weapons. :: '''Clever Cat:''' Replaces Natural Hunter, grants a +2 racial bonus to Bluff, Diplomacy and Sense Motive checks. :: '''Climber:''' Replaces Sprinter, grants a Climb speed of 20 feet and a +8 racial bonus to Climb checks. :: '''Curiosity:''' Replaces Natural Hunter, grants a +4 bonus on Diplomacy checks made to gather information, Knowledge (History and Local) are always class skills, +2 racial bonus to Knowledge (History and Local) if they take a class with those skills. :: '''Nimble Faller:''' Replaces Sprinter, the catfolk lands on its feet after a fall even if the distance caused lethal damage, +1 racial b onus to CMD against Trip maneuvers. :: '''Scent:''' Replaces Low-Light Vision, grants the Scent trait. :: '''Jungle Stalker:''' Replaces Cat's Luck and Sprinter, grants +2 racial bonus to Acrobatics checks, ignore the first square of difficult terrain caused by foliage in each round. <gallery> Catfolk ARG 1.png Catfolk ARG 2.png </gallery> ===Tibbit=== Perhaps the most obscure of all the D&D catfolk, tibbits are a race of shapeshifting sapient felines that originated in [[Dragon]] Magazine #135 as a monster [[Advanced Dungeons & Dragons]] before being rewritten for 3rd edition as a PC race in the Dragon Compendium Volume 1. The original tibbit, or [[therianthrope|cat-were]], was an absurdly overpowered little freak. Said to be a very rare (5% chance) result of crossbreeding between a feline [[wizard]] [[familiar]] and an ordinary housecat, they were magical cats with "Very High" intelligence, 15% magic resistance, and the ability to shapeshift between the form of a "fat but energetic" black-furred housecat and a small, stealthy, dark-skinned humanoid with cat's ears. Roguish and mischievous by nature, tibbits are naturally chaotic race - 85% Chaotic Neutral, 15% Chaotic Good. As shapeshifters, they are immune to mundane weapons, needing at least a +1 to be hurt, and their feline natures give them both keen senses, making them immune to surprise, and feline agility, making them immune to falling damage. In its humanoid form, the [[Advanced Dungeons & Dragons]] tibbit has the powers of a 10th level [[Thief]]-[[Acrobat]], whilst in cat form, it can use its meow to Dispel Magic 3/day, spend 1 round licking itself or another tibbit to cure 3d8 hitpoints of damage 2/day, or generate a Mirror Image by arching its back 1/day. Its spell-like abilities are cast as a 10th level [[wizard]]. In either form, it has access to the [[psionics|psionic]] powers of Body Equilibrium, Precognition, and Telempathic Projection, which it can use as a 10th level [[psion]]. If that's not enough ridiculousness for you, just once in its lifetime, a tibbit can make a one-way [[Plane Shift]] that transports itself and up to 200lbs of various materials to the plane of [[Pandemonium]], where tibbits apparently dwell "in great numbers". Given that this was made before [[Planescape]] recognized the planes, it's probably more logical to place them on the [[Beastlands]] now. The tibbits who remain on the mortal world can also issue a plea for help, summoning 5d10 of their fellows from Pandemonium who will fight on their summoner's side for 30 rounds before they are drawn back into the planes. And the cherry on top: if you ever kill 20 or more tibbits in one place, there's a 25% chance that the Cat Lord, a powerful lesser deity that watches over all cats, will materialize at that spot and seek vengeance for their killing. The 3rd edition version is altogether less powerful, and is essentially what you get if you try to mix "werecat", "[[catgirl]]" and "[[halflings]]" in a pot. They are now described as having evolved from wizardly bonded cats generations ago, so you can no longer try and engineer the birth of tibbits by crossbreeding your familiar with other cats. In their humanoid form, they look pretty much like [[halflings]] or maybe [[gnome]]s; small humanoids with pointed ears. Their feline-like eyes and their cat's fur-colored hair betray their true nature. In feline form, they look like any normal housecat. Moody, curious and often rather arrogant, tibbits are by nature both hedonistic and adventurous, flexible, but surprisingly loyal to those they consider a true friend. Their stats are as follows: ::Monstrous Humanoid (Shapeshifter) ::+2 Dexterity, -2 Strength ::Small ::Base land speed 20 feet ::Darkvision 60 feet ::Feline Transformation: A tibbit can spend a standard action at will to transform into a house cat. In this form, it becomes Tiny, gains +2 to AC and attack rolls, +8 to Hide checks, +10ft speed, suffers -8 Str (dropping it no lower than Str 3) and gains +2 Dex and the Scent ability. :::It gains a natural bite attack (1d3 piercing damage) and 2 natural claw attacks (1d2 slashing damage) and its only full attack option is to make 2 claw attacks and 1 bite (-5 penalty), no matter its base attack bonus. :::Weapons, shields, armor and robes are melded into the tibbit's body during the transformation and cannot be used. Items that require a physical apparatus to function, such as rings or boots, shift into an appropriate form for a cat and remain viable. :::In cat form, a tibbit can't speak or use its paws to manipulate fine objects, which prohibits the use of casting spells with verbal or somatic components, using scrolls, or activating magic items. :::Whilst in cat form, a tibbit's true nature is only revealed to any effect that can pierce the effects of a Polymorph spell. If slain in cat form, a tibbit reverts to its true form in 1 round. Returning to its humanoid form takes a full-round action and, once it has done so, the tibbit must wait for 1 hour before transforming again. ::+2 to Spot checks, Jump checks and Escape Artist checks. ::Can speak to cats as an innate ability. ::Favored Class: [[Rogue]] ===Paka=== [[File:Paka 3e.jpg|200px|thumb|right|An elegant, well-groomed, aristocratic [[swashbuckler]] catgirl... pity she'd rather eat your heart than win it.]] [[File:Paka 2e.gif|thumb|200px|left|The original Paka artwork from 2e... yes, 2e Ravenloft art could be kind of crap.]] Though certainly not as obscure as tibbits, few but the setting's most devoted fans remembers the existence of '''pakas''', a race of evil feline lesser shapeshifters hailing from the [[Ravenloft]] setting. Possibly drawing their inspiration from a cheesy horror flick called "The Cat People", pakas are evil, malicious [[catgirl]]s (and catboys) who can take on a human form to disguise themselves amongst the ignorant, xenophobic peasants that make up 99% of the non-monstrous population in the Demiplane of Dread. Except, in this case, they're justified trying to burn pakas at the stake, because pakas are fucking douchebags. Seriously; their whole fluff is that they believe humans committed some transgression against them long ago, and so now they want revenge on all humanity. They don't even remember what humans supposedly ''did'', they just take it as religious doctrine that humans did something, and that nebulous something is justification to trick, harass, and even kill or eat humans forever. Yeah, they're assholes. That said, they are capable of gratitude, and are known to appreciate and repay acts of kindness, generosity and mercy towards them. This was even used as justification in Quoth the Raven #19, which houses the largest amount of paka-related lore in any Ravenloft book, to give them potential PC status. After all, they're a chaotic species more than an evil one, and so that means there are some paka out there who decide that the whole revenge deal is stupid and devote themselves to just having fun instead. Beyond being able to switch between catgirl and human forms, pakas have the magical ability to telepathically communicate with and control felines of all kinds, from common housecats to great cats like lions or tigers. They can also heal wounds by licking them, though not very often. Paka society is essentially matriarchal pride-structure; females group together and form stable bands, whilst males roam as they see fit, occasionally hooking up with a pride (usually to bang any interested females) and then leaving when they're not interested anymore, with kittens being raised by the female prides. ''4e Stats:'' ::Mandatory Ability Score Increase: +2 Dexterity ::Flexible Ability Score Increase: +2 Intelligence OR +2 Wisdom ::Size: Medium ::Speed: 6 squares (30 feet) ::Skill Bonuses: +2 Bluff, +2 Stealth ::Shapechanger: You have the Catform at-will racial power (shift between your paka form and your human form as a minor action) and are considered a Shapechanger for effects and conditions that target racial types. ::Lick Wounds: Racial encounter power, only usable when bloodied, use a minor action to spend a single healing surge. ''Pathfinder Stats:'' ::+2 Dexterity, +2 Intelligence, -2 Strength ::Medium ::Normal Speed (30 feet) ::Low-Light Vision ::Change Shape (Su): A paka can use a standard action to shift between its normal form and its "human guise", a single specific human identity of the same gender as its normal form. In human guise, a paka has a +10 racial bonus on Disguise checks made to pass itself off as a human. This otherwise functions as Alter Self, save it does not adjust ability scores. ::Claws: A paka has two primary natural claw attacks dealing 1d4 damage. ::Jumper: A paka is always considered to have a running start when making a jump. ::Lick Wounds (Su): As a standard action, a paka can lick its wounds, gaining fast healing 2 for 1 round. A paka can use this ability to heal 2 hit points per character level each day. ::Speak With Cats (Sp): Once per day, a paka with a Charisma score of 11+ can communicate with any feline; beyond species restriction, this functions as a Speak With Animals spell with caster level equal to the paka's character level. ::Sneaky: +2 racial bonus to stealth checks. ===Terali=== The '''terali''' are a race of leopard-featured catfolk native to the jungles of southern Termana in the [[Scarred Lands]] campaign setting. Materially primitive - they are a Stone Age people, using wood, bone and ivory as their primary materials - they are, none the less, one of the more civilized races of Termana - certainly compared to their [[gnoll]] neighbors. These leopard-people live a seminomadic lifestyle; traveling in tribes up to 200 strong, they build vilages for shelter during the rainy season, and then roam the jungles following the game and living out of temporary shelters during the dry season. As natives of the Gamulganjus, part of the region of Termana so colorfully known as the Land With No Gods, they give no fealty to God nor Titan. Instead, they worship a pantheon of spirits, both ancestral and territorial. A terali tribe is led by a hereditary chieftain, who is advised by a council of elders and tribal sorcerers. These latter souls are instantly recognizable; they are melanistic, giving them an entirely black coat in comparison to the black-dappled yellow of their kinsfolk. Only 1 in 20 terali are born with this trait, and they are highly revered by their fellows for being so obviously touched by the spirits. For the most part, the terali are content to stay in their jungle, but every so often one of the tribe's marked ones will declare that a terali must be sent to the outside world in search of wisdom - or even be chosen by the spirits for this role themselves. This is in no small part because their spirituality is heavily defined by ritualistic approaches to cleanliness, with outsiders being considered impossibly filthy by spiritual standards - it takes a month to "decontaminate" any terali who returns from the outside world. Whilst the spirits worshipped by the terali are never defined, a D&D player could do worse than to look up 4e's "Primal Power", which gives one of the most detailed looks at such "spirit religions" as D&D has ever had and whose [[Primal Spirits]] are certainly minable for inspiration. Terali have yet to appear in the 5e update for the Scarred Lands, and in 3rd edition, appeared in the Termana Gazetteer with the following profile: ::+2 Dexterity, -2 Wisdom ::Medium ::Base speed 40 feet ::Low Light Vision ::Natural Weapons: 2 claw attacks (1d3 damage each) per round, or 1 bite attack (1d4 damage) per round; a terali cannot use these when armed with a weapon or carrying a shield, and still provokes attacks of opportunity when using them unless it has the Improved Unarmed Strike feat. ::+2 racial bonus to Listen, Search and Spot checks. ::+2 racial bonus to Wilderness Lore checks in jungle and forest terrain. ::[[Favored Class]]: [[Druid]] and [[Ranger]] for normal terali, [[Sorcerer (Dungeons & Dragons)|Sorcerer]] for marked one terali. ===Litorians=== The official feline/humanoid player character in the [[Arcana Unearthed]] rulebook, they live on the plains of the Diamond Throne (where they can hop over to other planes) and on [[Ptolus|Praemal]] (where they're stuck). The text says "anyone who calls them cat-people doesn’t understand them at all," so don't call them that. They have their own language which they speak alongside the ''koine'' of the region. They don't go for religion nor (thankfully) those lame-ass rituals rife in the AU system. They get along best with smaller fey or near-enough, like the Ptolus halflings or the [[faen]]. As often with the Malhavoc content, there is overlap with the Scarred Lands. ''Legacy of the Dragon'' added a "terrig" offshoot of litorians who are basically just terali. ::+2 Dexterity, -2 Wisdom (as usual) - more, on gaining AU racial levels. On Praemal, +2 Dex +1 Str. ::Medium ::Base speed 30 feet ::Low Light Vision ::Natural Weapons: 1 bite attack (1d4 damage) per round, on Praemal anyway. Again, AU has racial-leveling which grants bonuses to this, implying litorians get this starting out in the Diamond Throne too. ::+2 racial bonus to Intimidate, Listen, Search, Spot and Survival checks. ::[[Favored Class]]: in the AU schema, greenbond, oathsworn, totem warriors, unfettered. ::Scent:: When Ptolus was updated for 5th edition, the Litorians were given the following stats: ::+1 to three ability scores of your choice ::Medium size ::Speed 30 feet ::Darkvision 60 feet ::Proficiency in three skills of your choice ::Advantage on Perception checks that rely on smell ::Speak, read, and write two languages appropriate for the character ===Midgardian Catfolk=== Originally, the setting of [[Midgard]] didn't really ''have'' catfolk, although as it was based off of the [[Pathfinder Roleplaying System]], there was an implicit place for the Ammuran, or Pathfinder Catfolk, in the world it had built. The first explicit race of Midgardian catfolk were the '''Nkosi''', a race of leonine-featured shapeshifters able to change from their default humanoid shape into the form of lions, who debuted in the original [[Southlands]] [[splatbook]]. But, as Midgard transitioned from Pathfinder to [[Dungeons & Dragons 5th Edition]], it saw an opening and hastened to fill it. Thus, the 5e rewrite of the [[Southlands]] saw the N'kosi gain a sibling race in the '''Basteti'''. Later, the Tome of Heroes would add two more catfolk subraces native to the northern regions; the '''Malkins''' and the '''Pantherans'''. Denizens of the [[Southlands]] empire of Omphaya, the '''Nkosi''' were originally humans, but were warped by the magics of their former god-king, the [[titan]] Gamka, to bear a more leonic visage; writeups of the race describe them as resembling "bestial humans with large feline eyes, flat noses that give their face a leonic look, and a cat's eyes, teeth and fur", as well as noting that their modified jaw structure gives them a certain trouble with properly pronouncing human languages, leading to a tendency to double their vowels. Their mentality also has a strong leonic influence; they are naturally inclined towards teamwork, and also have a strong affinity for hunting: Nkosi tend to couch everything in terms of hunting prey. Even their social unit resembles a lion's pride, with an emphasis on close bonds and communal childcare. Perhaps because of this, Nkosi are technically an [[Amazon]] race - oh, the males are kept around, and seen as useful when brute force is required, but the womenfolk are crucial to Nkosi society, and are its primary warriors and hunters. Nkosi regard most other races neutrally, but have both an instinctive fondness for [[human]]s (due to their origins) and an inexplicable distrust of [[gnoll]]s (who, remember, are NOT an [[Always Chaotic Evil]] race in [[Midgard]]). The 5e Southlands Player's Guide retcons that the Nkosi are "siblings" in some nebulous way to the Basteti [[catfolk]], the difference being that whilst Bastet and Gamka agreed they wanted their children to be feline humanoids, but Gamka wanted them to strictly resemble lions and Bastet wanted them to resemble ''all'' the cat species, so each entity went their own way and made their own take on the basic idea of the catfolk. When it comes to the '''Basteti''', there's not all that much to say. As we touched on with the Nkosi, they were created by the goddess [[Bastet]], who wanted to blend the best of human and cat. Character-wise, they're pretty standard catfolk; a neurotic bundle of curiosity and impulsiveness mixed up with the killer's instincts of a skilled predator. '''Malkins''', who have the forms of "small cats" (housecats, wild cats, ocelots... basically, anything that isn't a "great cat") and '''Pantherans''', who resemble great cats, are found in the northern parts of the world, beyond the Southlands, and comparatively rare compared to their Southland cousins. The most widely accepted story is that they are the descendants of Basteti who migrated north and then mutated from their traditional nature, with the fact that pantherans never have leonine appearances being cited as proof. However, individual families of northern catfolk have their own origin stories. Many malkins claim to be creations of [[Loki]], who grew fascinated with the mischievousness and curiosity of the small cats and elevated them to a more human-like form to better serve him. Pantherans, in contrast, claim to have been birthed by the strange and enigmatic powers that rule over Midgard's forests as protectors of the natural world. Whatever their true origins, malkins and pantherans alike are noted for their curiosity, their adventurous nature, their optimism, extroverted natures, and general quirkiness. They are largely matriarchal as a race, although in practice they tend to be meritocratic. Malkins are more heavily associated with urban environments, and pantherans with forests and jungles. Likewise, malkins tend to be vastly more social, whilst pantherans are largely loners and live in small, tribal clusters. ::Ability Score Increase: +2 Dexterity ::Size: Medium ::Speed: 30 feet ::Darkvision: 60 feet ::Cat's Claws: You can make unarmed strikes with your claws, dealing 1d4 + Str modifier Slashing daamge. ::Hunter's Senses: You have Proficiency in Perception and Stealth. ::Subrace: Choose either Basteti, Malkin, Nkosi or Pantheran for your subrace. ''Basteti Subrace:'' ::Ability Score Increase: +1 Chariosma ::Bastet's Blessing: You can communicate with all types of cats and have Advantage on Charisma checks against all types of cats. This doesn't necessarily mean they will ''listen'' to you, as cats don't like doing what they're told. ::Climber: When you move at least 10 feet horizontally first, you can use the rest of your movement to traverse vertical surfaces. ::Stalker's Reflex: You have Advantage on Dexterity checks for Initiative. ''Malkin Subrace:'' ::Ability Score Increase: +1 Intelligence ::Size Adjustment: You are '''Small''', not Medium. ::Curiously Clever: You have Proficiency in the Investigation skill. ::Charmed Curiosity: When you roll a 1 on a Dexterity check or save, youi can reroll it, though you must use the new roll. ''Nkosi Subrace:'' ::Ability Score Increase: +1 Strength ::Form of the Lion: As an action, you can assume leonine form or revert to normal form. In leonine form, you move on all fours, so your speed goes up by +10 feet but you can't use your hands for anything, you can't speak or cast spells, you gain Advantage on Perception checks based on smell, and you can make a Bite attack unarmed strike that does 1d6 + Str modifier Piercing damage. When you transform, your equipment falls to the ground, merges into your new form or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for your lion form to wear a piece of equipment. '''Pantheran Subrace:''' ::Ability Score Increase: +1 Wisdom ::Hunter's Charge: Once per turn, if you move at least 10 feet towards a target and hit it with a melee weapon attack in the same turn, you can use a Bonus Action to attack that creature with your Cat's Claws. This can be done (Proficiency bonus) times per day, and all uses recover on a long rest. ::One with the Wilds: You have Proficiency in one of the following skills; Insight, Medicine, Nature, or Survival. {{D&D5e-Races}} {{Pathfinder-Races}}
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