The Felis
(Homebrew by Pointy Hat)
History: The felis are people who have been selected to receive the ultimate blessing from the god who rules over the lives of cats.
Nobody knows how exactly this selection happens. It is said that felis are born to those who have greatly impacted the lives of cats for the better, that being felis is a blessing from the god of cats himself to thank them for their help. There are also cases where a person who cared for a feline and defended it from harm has a brush with death; the person miraculously survives it, but they do so having changed into one of the felis, their new form a reminder of how the god spared their very life as thanks. There are even tales of people who were awful to cats, and are turned into felis as a punishment, forced to be what they despise most. Nowadays, however, most felis are just born from the union of two felis parents.
In the same way that their furrier cousins receive a feline trait from the cat deity, the felis receive feline aspects to their appearance. Most often, it manifests as feline ears like those of a house cat or a lynx, a feline tail, a cat’s nose, sharp claw-like nails, whiskers, or a combination of those. Felis believe that the more cat traits one has, the more they are favored by their god.
There’s a distinct culture in felis communities: they are intensely self-reliant. It’s seen as a great shame for a felis to depend on anyone but themselves, and felis children leave the nest extremely early in order to make their own luck in the world. It’s not out of the ordinary to see a felis teen already tending to their own shop or embarking on an adventure. This cultural push to be independent can make those who do not understand felis to see them as individualistic, even selfish, but those who form a bond with a felis quickly understand that they enjoy companionship just as much as anyone else -- they just have their own way of showing it. Their need to be self-reliant does not mean that felis don’t help each other, though; quite the opposite. Many cities have wide felis networks that they use to help themselves and other felis flourish.
Felis share with their more cat-like cousins their love of stories, but they use them in a different way. Felis culture is shared orally, passing down their history through songs, rhymes, and parables. This cultural appreciation of song, and the way that music is treated as a way to teach history, often makes felis choose the path of the bard, becoming traveling minstrels who share felis tales and songs. They are often hired to play and sing in the drawing rooms of nobles, where their songs are seen as exotic and strange. It’s said that felis presence in noble houses has given birth to a wide network of felis bard spies who share coded messages between members through their own version of thieves’ cant in the form of song. Some of these bard spies, it’s said, even double as assassins if this secret organization requires it of them.
The cultural push towards self-reliance, their love for stories, and their innate curiosity often push the felis towards a life of adventuring. Many of them believe that in doing so, they are following in the footsteps of their traveling god, and hope to cross paths with him one day.
Felis Features: Ability Score Increase: Your Charisma score increases by 2, and your Dexterity score increases by 1.
Age: Felis have lifespans equivalent to humans.
Size: Felis are of a size similar to humans, not counting the ears. Your size is Medium.
Speed: Your base walking speed is 30 feet.
Darkvision: You have a cat's keen eyes, especially in the dark. 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.
Feline Agility: Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
Feline Evasiveness: Your quick thinking and dexterous movements allow you to avoid enemy attacks. When you move, you can use a bonus action to not provoke attacks of opportunity for the rest of the turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Cat’s Tongue: You have proficiency in the Performance and Persuasion skills.
Language: You can speak, read, and write Common and one other language of your choice.
I’m aware that recent books have done away with ability score increases tied to the different DnD racial objects. While I agree with this change (and have been playing this way for years myself), I am also aware that not everyone can buy the most recent books and keep up to date with the changes as they come out. For this reason, I have decided to include the option of racial ability score increases for the Dragontouched. On later releases and once the new changes to racial ability scores become more established in the community, I’ll revisit the races I’ve made for Pointy Hat and do away with these ability score increases. The groundwork for other changes, like leaving language proficiencies out of racial features, are already in effect for the Dragontouched.
Dragontouched Features: Creature Type: You are a Humanoid.
Ability Score Increase: Your Constitution increases by 1.
Age: Dragontouched have longer lifespans, maturing at around 18 years of age like humans but living to be around 150.
Size: Your size is Medium or Small.
Speed: Your walking speed is 30 feet.
Darkvision: 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.
Draconic Touch: The draconic touch of your ancestors still flows through you. When making a Dragontouched, select one of the following draconic touches.
Draconic Arm: One of your arms is much larger than the other, covered in scales and ending in sharp claws like those of a dragon. If you choose this draconic touch, you gain the following features: • Your Strength increases by 2. • You have proficiency in Athletics. • You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. • You can use your draconic arm to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength modifier slashing damage.
Draconic Visage: A portion of your face is covered in scales, with one or both of your eyes sporting slitted pupils like those of a dragon. One draconic horn grows from your skull. If you choose this draconic touch, you gain the following features: • Your Intelligence or Charisma increases by 2. • You have proficiency in one of the following skills of your choice: Arcana, Deception, History, or Persuasion. • Starting at 3rd level, you can cast the spell flaming sphere spell with this trait. Starting at 5th level, you can also cast the spell scorching ray with this trait. Once you cast either of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spell-casting ability for these spells when you cast them with this trait (choose when you select this race).
Draconic Scales: A portion of your body is covered in extremely thick draconic scales and scutes. If you choose this draconic touch, you gain the following features: • Your Constitution increases by 2. • Your AC increases by 1, regardless of the armor you are currently wearing. • You have resistance to slashing damage.
Draconic Gait: Your legs are elongated, resembling those of a dragon. A tail grows from the base of your spine. If you choose this draconic touch, you gain the following features: • Your Dexterity increases by 2. • You have proficiency in one of the following skills of your choice: Acrobatics, Sleight of Hand, or Stealth. • Your walking speed is 40 instead of 30. • You gain a swimming speed equal to your walking speed.
History: The felis are people who have been selected to receive the ultimate blessing from the god who rules over the lives of cats.
Nobody knows how exactly this selection happens. It is said that felis are born to those who have greatly impacted the lives of cats for the better, that being felis is a blessing from the god of cats himself to thank them for their help. There are also cases where a person who cared for a feline and defended it from harm has a brush with death; the person miraculously survives it, but they do so having changed into one of the felis, their new form a reminder of how the god spared their very life as thanks. There are even tales of people who were awful to cats, and are turned into felis as a punishment, forced to be what they despise most. Nowadays, however, most felis are just born from the union of two felis parents.
In the same way that their furrier cousins receive a feline trait from the cat deity, the felis receive feline aspects to their appearance. Most often, it manifests as feline ears like those of a house cat or a lynx, a feline tail, a cat’s nose, sharp claw-like nails, whiskers, or a combination of those. Felis believe that the more cat traits one has, the more they are favored by their god.
There’s a distinct culture in felis communities: they are intensely self-reliant. It’s seen as a great shame for a felis to depend on anyone but themselves, and felis children leave the nest extremely early in order to make their own luck in the world. It’s not out of the ordinary to see a felis teen already tending to their own shop or embarking on an adventure. This cultural push to be independent can make those who do not understand felis to see them as individualistic, even selfish, but those who form a bond with a felis quickly understand that they enjoy companionship just as much as anyone else -- they just have their own way of showing it. Their need to be self-reliant does not mean that felis don’t help each other, though; quite the opposite. Many cities have wide felis networks that they use to help themselves and other felis flourish.
Felis share with their more cat-like cousins their love of stories, but they use them in a different way. Felis culture is shared orally, passing down their history through songs, rhymes, and parables. This cultural appreciation of song, and the way that music is treated as a way to teach history, often makes felis choose the path of the bard, becoming traveling minstrels who share felis tales and songs. They are often hired to play and sing in the drawing rooms of nobles, where their songs are seen as exotic and strange. It’s said that felis presence in noble houses has given birth to a wide network of felis bard spies who share coded messages between members through their own version of thieves’ cant in the form of song. Some of these bard spies, it’s said, even double as assassins if this secret organization requires it of them.
The cultural push towards self-reliance, their love for stories, and their innate curiosity often push the felis towards a life of adventuring. Many of them believe that in doing so, they are following in the footsteps of their traveling god, and hope to cross paths with him one day.
Felis Features: Ability Score Increase: Your Charisma score increases by 2, and your Dexterity score increases by 1.
Age: Felis have lifespans equivalent to humans.
Size: Felis are of a size similar to humans, not counting the ears. Your size is Medium.
Speed: Your base walking speed is 30 feet.
Darkvision: You have a cat's keen eyes, especially in the dark. 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.
Feline Agility: Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
Feline Evasiveness: Your quick thinking and dexterous movements allow you to avoid enemy attacks. When you move, you can use a bonus action to not provoke attacks of opportunity for the rest of the turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Cat’s Tongue: You have proficiency in the Performance and Persuasion skills.
Language: You can speak, read, and write Common and one other language of your choice.
I’m aware that recent books have done away with ability score increases tied to the different DnD racial objects. While I agree with this change (and have been playing this way for years myself), I am also aware that not everyone can buy the most recent books and keep up to date with the changes as they come out. For this reason, I have decided to include the option of racial ability score increases for the Dragontouched. On later releases and once the new changes to racial ability scores become more established in the community, I’ll revisit the races I’ve made for Pointy Hat and do away with these ability score increases. The groundwork for other changes, like leaving language proficiencies out of racial features, are already in effect for the Dragontouched.
Dragontouched Features: Creature Type: You are a Humanoid.
Ability Score Increase: Your Constitution increases by 1.
Age: Dragontouched have longer lifespans, maturing at around 18 years of age like humans but living to be around 150.
Size: Your size is Medium or Small.
Speed: Your walking speed is 30 feet.
Darkvision: 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.
Draconic Touch: The draconic touch of your ancestors still flows through you. When making a Dragontouched, select one of the following draconic touches.
Draconic Arm: One of your arms is much larger than the other, covered in scales and ending in sharp claws like those of a dragon. If you choose this draconic touch, you gain the following features: • Your Strength increases by 2. • You have proficiency in Athletics. • You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. • You can use your draconic arm to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength modifier slashing damage.
Draconic Visage: A portion of your face is covered in scales, with one or both of your eyes sporting slitted pupils like those of a dragon. One draconic horn grows from your skull. If you choose this draconic touch, you gain the following features: • Your Intelligence or Charisma increases by 2. • You have proficiency in one of the following skills of your choice: Arcana, Deception, History, or Persuasion. • Starting at 3rd level, you can cast the spell flaming sphere spell with this trait. Starting at 5th level, you can also cast the spell scorching ray with this trait. Once you cast either of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spell-casting ability for these spells when you cast them with this trait (choose when you select this race).
Draconic Scales: A portion of your body is covered in extremely thick draconic scales and scutes. If you choose this draconic touch, you gain the following features: • Your Constitution increases by 2. • Your AC increases by 1, regardless of the armor you are currently wearing. • You have resistance to slashing damage.
Draconic Gait: Your legs are elongated, resembling those of a dragon. A tail grows from the base of your spine. If you choose this draconic touch, you gain the following features: • Your Dexterity increases by 2. • You have proficiency in one of the following skills of your choice: Acrobatics, Sleight of Hand, or Stealth. • Your walking speed is 40 instead of 30. • You gain a swimming speed equal to your walking speed.
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