Homebrew Awakened Panther Species Details

Subjected to the Awaken spell, the Awakened Panther (or other medium sized great cat, such as a leopard, jaguar, puma, etc.) gained sentience and the ability to communicate. After the charm effect of the spell ended (up to 30 days), it then had to choose what to do with itself. Some choose to continue to serve the person who awakened them as a companion, while others depart after this time. Possibly no longer content with its existence in the wild and possessing the curiosity of a cat, some choose to explore the wider world, even venturing into the civilized lands to see what they have to offer. A few learn enough from those they interact with to take levels in a class.

Awakened Panther Traits

You have many advantages from your animal origin, but your form carries many disadvantages as well.

Ability Score Increases

+2 Dexterity, +1 Strength

Age

The Awakened Panther has a somewhat extended lifespan due to the magic imbued in them and their greater intelligence. It reaches maturity at about 2 years of age, and can live to be around 30 years old.

Size

You are a Medium sized creature

Speed

Your base walking speed is 50 feet. You also have a climb speed of 40 feet.

Additionally, you add 10 feet to your Jump distance.

Senses

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

You can also track by scent and have advantage on Wisdom (Survival) checks to do so if it has been an hour or less since your quarry has passed that way.

Night Vision - As a primarily nocturnal hunter, dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight.

Skill/ Language Proficiencies

Because of your upbringing as a predator in the wild, you have proficiency in the Perception, Stealth, and Survival skills.

Due to the effects of the Awaken spell and your experiences and interactions since, you can speak and read common and 1 additional language. Your lack of hands with opposable thumbs makes writing a very frustrating endeavor at best.

Alignment

While there are no actual restrictions to your alignment, an Awakened Panther usually tends to lean toward the Neutral alignments, and shy away from the Lawful alignments.

Catfall

Your feline reflexes and quadrupedal form confer some benefits to your ability to react to and recover from falls. When falling damage is calculated for a fall you suffer, it is done so as if the distance fallen were 20 feet less. Additionally, when you  stand from prone, you only expend 5 feet of movement instead of half of your movement.

9 Lives

Your feline reflexes and luck grants you the ability to sometimes avoid dangerous or lethal situations. Once per long rest, when you make a saving throw you can use your reaction to roll an additional d20. You can choose to do so after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the saving throw. This ability can be applied to Death Saves.

Natural Weapons

As an action, you may perform a Bite attack for 1d6 piercing damage, or a Claw attack for 1d4 slashing damage.

Pounce

If you move at least 20 feet straight toward a creature and then hit it with a claw attack on the same turn, that target must succeed on a Strength saving throw or be knocked prone. The saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). If the target is prone, you can make one bite attack against it as a bonus action.

 

Beastial Form

As an animal, your shape is drastically different from other races and you do not have hands to make use of most tools, weapons, or equipment unless it can somehow be made or modified to fit your form or you gain an ability from a class that allows you to do so (such as the Mage Hand cantrip or the like).

You cannot use standard weapons or armor and are unable to wear or use most forms of equipment unless the Dungeon Master rules that it can somehow fit on your form. Any proficiencies you may have with a tool kit or artisan tools can only be used as a part of the Help action as you observe and advise the person actually performing the action.

Your form also limits what you can effectively interact with and you often find it difficult to do things most other races take for granted, like opening doors and containers, acquiring and transporting possessions, paying for goods and services, or even walking into a town unchallenged. As such, you have found that the companionship of others can often be a boon.

You may attempt to manipulate an object or open a door by performing a Dexterity (Slight of Hand) check. However, you have Disadvantage on all Dexterity (Slight of Hand) checks (and possibly a higher difficulty class) and can never have Advantage on them. Alternately, you can perform a Strength (Athletics) check to force something open (door, etc.) if the Dungeon Master rules that circumstances would reasonably allow you to do so.

 

Predatory Presence

You tend to bring out extremes in the way strangers react to you, varying from abject terror to utter fascination. At the same time you are often confused or surprised by many of the customs and behaviors you observe in those around you, and all the strange things they surround themselves with. Unless they have become accustomed to your presence, "prey" animals, will usually react with fear to you, and other animals may react aggressively to you.

During a roleplaying interaction, a successful check will tend to have a slightly more positive result, but a failed check will tend to have a slightly more negative result. It is up do the Dungeon Master and their assessment of the circumstances surrounding these interactions to determine the exact extent of this feature.

 

Spellcasting Limitations

Your Dungeon Master determines how much your form affects any spellcasting ability you may have. Verbal components are not a problem, but Somatic and Material components are so you may be limited to spells that have only verbal components.

The Dungeon Master may rule that a particular spell's somatic component is just a gesture that does not require a great deal of manual dexterity and that you can manage to perform it with your paws or tail. Alternately, they may rule that you were able to learn a tradition of magic that enables you to claw a crude sigil or rune into the floor or ground to satisfy the somatic components of spells or a particular spell. Or you may be required to perform a Dexterity (Slight of Hand) check for any somatic components, but you do still have disadvantage on these checks. If you fail this check, you fail to cast the spell and possibly expend the spell slot as well (at the Dungeon Master's discretion).

You can use a spellcasting focus in place of the components specified for a spell. But if a cost is indicated for a component, or a spell states that a material component is consumed by the spell, you must have that specific component before you can cast the spell. The Dungeon Master may rule that a crystal or similar spellcasting focus on a collar you wear can satisfy some of the requirements for material spell components. For those it does not, you will likely need some help supplying it for the spell, effectively increasing the casting time as you have to wait for your "component caddy" to supply it for you using the Help action, if the Dungeon Master allows such a thing.

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