Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell.
Martial Advantage. Great Weapon Fighting: When you roll a 1 or 2 on a damage dice for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the dice and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Second Wind. The catfolk have a limited well of stamina that they can draw on to protect yourself from harm. On catfolk turn, they can use a bonus action to regain hit points equal to 1d10 + fighter level. Once you use this feature, the catfolk must finish a short or long rest before you can use it again.
Nine-Lives. Nine-Lives has 9 charges. When de HP of calfolk is reduce to 0 hit points but not killed outright, the catfolk gain saving throw equal to the charges of this ability. When the charges reaches 0 the catfolk gain +1d6 of life.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.
Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.