Homebrew Feline Awoken Species Details

Magic has granted a cat sentience that is equal to a human. They are confused by their newfound consciousness but eager to explore this new understanding of their surroundings.   Yet now removed from their mundane feline brethren, they are still bound to the animal instincts that drive them. The need for warmth, shelter and a full belly are the most important of all and although they are independent by nature, they will be happy to join a party to help provide for themselves, a few humans willing to give a scratch behind the ears is good motivation as well.

Keen Smell. The cat has advantage on Wisdom ( checks that rely on smell.

Dark Vision. The cat can see in the dark, but only in shades of grey for up to 60ft

Catlike Reflexes. The cat can only land on its feet when falling from a distance no greater than 30ft and fall damage from this height is halved. 

Nine Lives. Once per long rest, up to a total of 9 times, when the cat is reduced to 0 HP it can instead expend one use of this trait to be reduced to 1HP instead.

Cat's Talents. You have proficiency in the Perception and Stealth skills.  Languages. You can speak, read, and write Common and one other language of your choice.  (Your body is unable to wear armor of any kind, so you are instead granted Unarmored Defense, your AC equals 10 + your Dexterity modifier + your Con modifier.)
Wandering Outcasts, however, not all Awoken Felines are satisfied with such a life.
 
The Cat Lord, the divine figure responsible for the creation of the tabaxi, is who Awoken Felines generally align themselves. This entity gifts each of his children with one specific feline trait. Those Awoken Felines gifted with curiosity are compelled to wander far and wide. They seek out stories, artifacts, and lore. Those who survive this period of wanderlust return home in their elder years to share news of the outside world. In this manner, the Awoken Felines remain isolated but never ignorant of the world beyond their home.
 
Barterers of Lore. 

Awoken treasure knowledge rather than material things. A chest filled with gold coins might be useful to buy food or a coil of rope, but it's not intrinsically interesting. In the Feline's eyes, gathering wealth is like packing rations for a long trip. It's important to survive in the world, but not worth fussing over.

Instead, Awoken value knowledge and new experiences. Their ears perk up in a busy tavern, and they tease out stories with offers of food, drink, and coin. Feline Awoken might walk away with empty purses, but they mull over the stories and rumors they collected like a miser counting coins.

Although material wealth holds little attraction for the Feline Awoken they have an insatiable desire to find and inspect ancient relics, magical items, and other rare objects. Aside from the power such items might confer, a Feline Awoken takes great joy in unraveling the stories behind their creation and the history of their use.

The Cat Lord

The deity of the Feline Awoken is a fickle entity, as befits the patron of cats. The Feline Awoken believe that the Cat Lord wanders the world, watching over them and intervening in their affairs as needed. Clerics of the Cat Lord are rare and typically access the Trickery domain.

Fleeting Fancies. 

Wandering Awoken are mercurial creatures, trading one obsession or passion for the next as the whim strikes. A Feline Awoken's desire burns bright, but once met it disappears to be replaced with a new obsession. Objects remain intriguing only as long as they still hold secrets.

A Feline Awoken rogue could happily spend months plotting to steal a strange gem from a noble, only to trade it for passage on a ship or a week's lodging after stealing it. The Feline Awoken might take extensive notes or memorize every facet of the gem before passing it on, but the gem holds no more allure once its secrets and nature have been laid bare.

Tinkers and Minstrels. 

Curiosity drives most of the Feline Awoken found outside their homeland, but not all of them become adventurers. Feline Awoken who seek a safer path to satisfy their obsessions become wandering tinkers and minstrels.

 These Feline Awoken work in small troupes, usually consisting of an elder, more experienced Awoken who guides up to four young ones learning their way in the world. They travel in small, colorful wagons, moving from settlement to settlement. When they arrive, they set up a small stage in a public square where they sing, play instruments, tell stories, and offer exotic goods in trade for items that spark their interest. Feline Awoken reluctantly accept gold, but they much prefer interesting objects or pieces of lore as payment.

These wanderers keep to civilized realms, preferring to bargain instead of pursuing more dangerous methods of sating their curiosity. However, they aren't above a little discreet theft to get their claws on a particularly interesting item when an owner refuses to sell or trade it.

Feline Awoken Names. 

Each Feline Awoken has a single name, determined by Themselves upon becoming sentient, some may choose to keep the name they had in their more primitive state, if they were fond of their situation and surroundings, but most choose to Dawn a new more self-unique name to go by.

Feline Awoken names are usually based on a geographical feature located in or near the creature's territory.

The following list of sample Awoken names includes nicknames in parenthesis.

  • Sample Names: Cloud on the Mountaintop (Cloud), Five Timber (Timber), Jade Shoe (Jade), Left-Handed Hummingbird (Bird), Seven Thundercloud (Thunder), Skirt of Snakes (Snake), Smoking Mirror (Smoke)

  • Sample Clans: Bright Cliffs, Distant Rain, Mountain Tree, Rumbling River, Snoring Mountain

Feline Awoken Traits

Due to your natural feline physique, you receive a plus 3 to Dex and a plus 1 to Char.

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