Homebrew Cat Species: Felinekin Species Details

Cat Species: Felinekin

 

When you are a felinekin, you can't wear armor, but 12+ your dex and half your int modifier (rounded down) is your AC (armor class), but you will have to change that at magic or misc bonus at AC. You get +1 AC at level 7 and 15. You can use a sickle for your claws, but you have to change it to your dex instead of your str. If you hit with one of your claw attacks, you can attack another time once an attack to the target or another creature hostile to you 5 feet away from that creature.

Felinekin are intelligent, magically gifted cats who walk the line between animal instinct and mystical understanding. These creatures are fully quadrupedal cats, ranging from small domestic breeds to larger, more majestic forms.


Felinekin Traits

As a Felinekin, you are a sentient cat, gifted with magical or supernatural intelligence.


Ability Score Increase
Your Dexterity score increases by 2, and your Intelligence or Charisma score increases by 1.

Age
Felinekin mature quickly, reaching adulthood by 1 year old. They can live up to 25 years if mundane, or far longer if imbued with magical essence.

Alignment
Felinekin lean toward neutrality, often embodying self-interest and curiosity. However, those bonded to adventurers or magical forces might reflect their allies’ alignments.

Size
Your size depends on your breed:

  • Small: 1 to 2 feet long, weighing 6 to 15 pounds.
  • Medium: Larger breeds or magical Felinekin can grow up to 3 feet long, weighing up to 40 pounds.

Speed
Your base walking speed is 40 feet. You also have a climbing speed of 30 feet.

Darkvision
You have superior vision in dim and dark conditions. You can see in dim light within 60 feet 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.

Cat Reflexes
You have advantage on Dexterity saving throws against effects you can see, such as traps and spells.

Pounce
If you move at least 20 feet straight toward a creature and then hit it with a melee attack on the same turn, that target must succeed on a Strength saving throw (DC = 8 + your Dexterity modifier + your proficiency bonus) or be knocked prone.

Claws
Your claws are natural weapons. When you hit with them, you deal slashing damage equal to 1d4 + your Dexterity modifier.

Cat’s Agility
Once per short or long rest, when you take the Dash action, you can double your movement speed until the end of the turn.

Keen Smell
You have advantage on Wisdom (Perception) checks that rely on smell.

Languages
You can understand and telepathically communicate simple concepts in Common with creatures within 30 feet of you. You cannot physically speak.

Subraces
Felinekin have distinct variations depending on their origin.


Subraces

Domestic Felinekin

Smaller and more familiar, Domestic Felinekin are quick thinkers and highly charming.

  • Ability Score Increase: Your Charisma score increases by 1.
  • Nimble Escape: You can take the Disengage or Hide action as a bonus action.
  • Charming Presence: You have proficiency in the Persuasion skill.

Wild Felinekin

Larger and more attuned to nature, Wild Felinekin are strong and fierce.

  • Ability Score Increase: Your Strength score increases by 1.
  • Predator’s Instinct: You gain proficiency in the Survival skill.
  • Natural Hunter: Once per long rest, you can make a special attack. If you hit, you deal an additional 1d8 damage.

Lore

Felinekin are not mere animals; they are often born from magical experiments, divine intervention, or ancient curses. While many live independently in the wild or as companions to adventurers, some gather in small colonies with a shared purpose or bond. Their motives are as mysterious as their feline nature, and their loyalty—though rare—is fiercely unyielding once earned.

Cat Species: Felinekin Traits

Felinekin are intelligent, magically gifted cats who walk the line between animal instinct and mystical understanding. These creatures are fully quadrupedal cats, ranging from small domestic breeds to larger, more majestic forms.

Darkvision

You have superior vision in dim and dark conditions. You can see in dim light within 60 feet 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.

Cat Reflexes

You have advantage on Dexterity saving throws against effects you can see, such as traps and spells.

Pounce

If you move at least 20 feet straight toward a creature and then hit it with a melee attack on the same turn, that target must succeed on a Strength saving throw (DC = 8 + your Dexterity modifier + your proficiency bonus) or be knocked prone.

Claws

Your claws are natural weapons. When you hit with them, you deal slashing damage equal to 1d4 + your Dexterity modifier.

Cat’s Agility

Once per short or long rest, when you take the Dash action, you can double your movement speed until the end of the turn.

Keen Smell

You have advantage on Wisdom (Perception) checks that rely on smell.

Subraces

Subraces
Felinekin have distinct variations depending on their origin.

Subraces

Domestic Felinekin

Smaller and more familiar, Domestic Felinekin are quick thinkers and highly charming.

  • Ability Score Increase: Your Charisma score increases by 1.
  • Nimble Escape: You can take the Disengage or Hide action as a bonus action.
  • Charming Presence: You have proficiency in the Persuasion skill.

Wild Felinekin

Larger and more attuned to nature, Wild Felinekin are strong and fierce.

  • Ability Score Increase: Your Strength score increases by 1.
  • Predator’s Instinct: You gain proficiency in the Survival skill.
  • Natural Hunter: Once per long rest, you can make a special attack. If you hit, you deal an additional 1d8 damage.

AC

When you are a felinekin, you can't wear armor, but 12+ your dex and int modifier is your AC (armor class)

Extra damage

On level 2, the damage from your claws increases to 1d6, on level 3 your claws become magical, on level 5 to 1d8, on level 10 to 2d4, on level 15 to 1d12, level 19 to 2d8, on level 20 to 3d8, and you will need other weapons to roll for damage or you will need a normal dice set.

Extra attack

 You get one adittional attack on level 5, 10, 15 and 19.

Ability Score Increase

Your Dexterity score increases by 2, and your Intelligence or Charisma score increases by 1.

Age

Felinekin mature quickly, reaching adulthood by 1 year old. They can live up to 25 years if mundane, or far longer if imbued with magical essence.

Alignment

Felinekin lean toward neutrality, often embodying self-interest and curiosity. However, those bonded to adventurers or magical forces might reflect their allies’ alignments.

Size

Your size depends on your breed:

  • Tiny-small: 1 to 2 feet long, weighing 6 to 15 pounds.
  • Small: Larger breeds or magical Felinekin can grow up to 3 feet long, weighing up to 40 pounds.

Speed

Your base walking speed is 40 feet. You also have a climbing speed of 30 feet.

Languages

You can understand and telepathically communicate simple concepts in Common with creatures within 30 feet of you. You cannot physically speak, exept of cattish (I invented that myself, cattish)

Previous Versions

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