The Panthranis are a race of cat-folk that live exclusively on the world of Evenea. Native to the southwestern-most portion of the continent of Eveynjar, they make up a large portion of that area's inhabitants.
As a race, they are a race full of contradictories. They can be stubborn but forgiving. They may hate, but easily love. They can be curious one second, but easily not care the next. However, they often specialize in one thing, which few others can parallel. This object of fascination allows them to increase the modifier to a specific skill they have expertise in. However, if the Panthranis lacks a proficiency in a skill, they use it with disadvantage.
Due to their feline features, they are also naturally lithe and Darkvision. In dim light, they have advantage over any creature, as well as being able to see. the cat-like reflexes also give them a bonus to their dexterity activities.
For some unknown reason, they are also adept in the use of bladed weapons and fire magic. All Panthranis are proficient in any form of bladed weapon, and can use certain fire spells at certain levels. Additionally, any fire spell they use causes the target to become burned for the duration of the spell, of it is instantaneous, it lasts for 1 minute. Where this trait comes from in their history, however is forgotten by the ages....
Panthranis can vary greatly in size, ranging from small and cat-like in appearace, to the massive forms of Lions, Tigers, and Jaguars. While their hands prove as nimble as those of other humanoids, Panthranis have retractable feline claws, which they can extend instantly. This, along with their ability to produce bone-shaking roars, devastating attacks, and immolative spells, give most Panthranis an air that readily shifts between regal and fearsome. Panthranis often act with confidence, which can come off as imperiousness. While this can reassure their allies, it can also suggest defiance in the face of what they perceive as imposed authority or unworthy experts.
Whatever a Panthranis does, they might work as a team, but they all do things individually. Attacking an enemy? A Panthranis will stubbornly do it alone, even when that enemy is much stronger than themselves. Trying to make something? If someone tries to help them make an object, it will actually damage the roll of the Panthranis. Panthranis take pride in their individuality, and are stubborn when it comes to accepting help.
Besides their individuality, Panthranis honor their past. Those who have fallen among their kin are revered by the entire community, and use them as examples for their children to look up to. Those who live to old age have the children of the neighborhood to tell stories to.
Panthranis are considered to come of age when they fully know what they want in their life. As soon as this happens, a Panthranis is considered an adult. This may lead to some really young soldiers and really old "man-children".
Whenever a Panthranis dies, instead of being buried in a cemetary, they are cremated and cemented into a statue that depicts them. These are often kept in crypts with the things that defined them in life, like certain jewelry or a sword. Their stories are generally written down and told to their descendants on a Day of the Dead-like holiday. Generally their favorite herb is used as an incense.
Few Panthranis devote themselves to the service of the gods, though this is mainly due to a few circumstances in their storied history. Originally followers of the Dragon God Rym-ill, their distance from the Continent of Dragons, Valoreum, caused this worship to die out, favoring gods that they made in their homeland, the chief of which was the Fire Cat, Pantera del Fuego. Then, millennia ago, the Fae Dragon Aludrym and his followers burned down their cities and temples with the flames they worshipped, causing most Panthranis to lose faith in the fire that they saw as a good force of their lands. Now, they "worship" the Great Spirit of the Kalth, a being that is said to be the reason the Kalth was spared in its time of need.
Along with their personal names, Panthranis identify themselves by their clans. A member of the Anuk'karr Clan with the personal name of Ziore, for example, would likely style herself as Ziore of Clan Anuk'karr.
Female Names: Ana, A'lanna, Meh'lissa, Tah'lia, Elis'senda, Evesevr, Ziore, Clara, Isobel, Josephina, Iris, Nanarri
Male Names: Apto, Ignacio, Baragon, Pascual, Enrique, Carlos, Gustavo, Oro, Pynorrus, Tobiaz, Paul, Xavier
Clan Names: Greabl'd, Anuk'karr, Derar'rak, Umnak'kra, Bor'raggha, Wer'rakki, Ir'renahd, Yushni'qo, Teggri'bat
Additionally, Panthranis come in many furstocks, which act like subraces, though there is nothing that prevents them from intermingling. Rather, it seems that most furstocks have no significance to genetics more than changes in average size, fur patterns, and colors.
You can see in dim light within 60 feet of you 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.
Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to 1d4 + your Might modifier, instead of the bludgeoning damage normal for an unarmed strike.
Your feline form graces you with mobility beyond that of most races. If you are subject to an ability, spell, or attack that causes you to make a Agility saving throw, you can expend a reaction to take half damage from such an effect.
Additionally, you are resistant to the effects of fall damage.
As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Willpower saving throw (DC = 8 + your Personality modifier + your Intimidation proficiency) or become frightened of you until the end of your next turn. Once you use this trait, you can’t use it again until you finish a short or long rest.
Due to your individualistic nature, you gain a proficiency in a skill of your choice and expertise in that skill.