Homebrew Doodlemonger Species Details

Doodlemonger (Clawborn)

Racial Traits

Ability Score Increase. +4 Dexterity, +1 Wisdom (perfect for monks, rogues, or rangers).

Size. Medium.

Speed. 40 ft. (faster than most races—reflecting catlike agility).


Natural Weapons

Claws.
Your hands end in curved, opposable claws (retractable). You cannot wield normal manufactured weapons—your claws are your only melee option.

  • They count as monk weapons for you.

  • They deal 1d8 slashing damage, scaling to 1d10 at 7th level (to stay relevant).

  • They are considered both natural and magical for overcoming resistance once you reach level 6 (to match monks’ Ki-Empowered Strikes).

  • You can still use your claws for delicate tasks (like holding quills, tools, or small objects).


Feline Agility

When you move on your turn, you can double your movement speed until the end of the turn. Once you use this, you can’t use it again until you end a turn without moving.


Cat’s Balance

Advantage on Acrobatics checks made to keep your balance.


Keen Senses

You have proficiency in the Perception skill.


Darkvision

You can see in dim light within 60 ft as if it were bright light, and in darkness as if it were dim light.


Languages.
You can speak, read, and write Common and one other language of your choice. You also can communicate to other catlike species in a basic manor

Design Notes

  • Their restriction (no normal weapons) balances out the claws being slightly stronger than typical natural weapons.

  • This design makes them synergize beautifully with monks—unarmed strike flurries become a flurry of claws.

  • They’re still viable for rogues or rangers (sneak attack can be applied to their claws), but won’t use bows or swords.

Doodlemonger Traits

A catlike humanoid with deadly claws and skillful balence.

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