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==Hello, Mr. Welch!== When [[Mr. Welch]] decided to do his Mystara [[Player's Handbook]] for [[Dungeons & Dragons 5th Edition]], he naturally thought to include the rakasta, seeing them as far more interesting than Wotc's milquetoast [[tabaxi]]. But even he thought that the last set of stats they had in AD&D were crazy, though he agreed with the basic idea of rakasta being more generally "[[catfolk]] as a whole". Thus, he created a 5e version of the race divided into three subraces; the solitary hunter-themed Greater Rakasta, the Wild Rakasta, and the Domestic Rakasta. ::Ability Score Modifiers: +2 Dexterity ::Size: Medium ::Speed: 35 feet ::Vision: Darkvision 90 feet ::Fear of Water: So long as you are on a boat or soaking wet, you suffer Disadvantage on skill checks. ::Catfall: You have Resistance to Falling damage. ::Natural Weapons: You can make a Claw attack (Light, Finesse weapon that does 1d4 Slashing damage) as an Unarmed Strike. ::Weapon Proficiency: You have proficiency in the use of the Kasas, a traditional rakasta weapon consisting of a two-or-bladed implement strapped to the wrist and used like claws. (Kasas stats: Light, Finesse, 1d6 Slashing damage; Advantage on saves to resist Disarming, if the wielder fails a savage against Disarming, they retain their grip on the weapon but take 1d8 damage). ::Subrace: Choose the Greater, Wild or Domestic Rakasta subrace. ''Domestic Rakasta:'' ::Ability Score Increase: +1 Charisma ::Nine Lives: You have Advantage on death saving throws. ''Greater Rakasta:'' ::Ability Score Increase: +1 Strength ::Roar: You can use a bonus action to Roar. All enemies within 10 feet must make a Charisma save DC 8 + proficiency bonus + your Charisma modifier, becoming Frightened for 1d6+1 rounds on a failure; they can make an additional save at the end of their turns to break the effect early. You cannot use this ability again until you take a short rest. ''Wild Rakasta:'' ::Ability Score Increase: +1 Constitution ::Pounce: You always count as moved 10 feet before you jump. You can take a bonus action to make a long or high jump. You have advantage on Dexterity checks to land in difficult terrain.
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