Benekoer
How they act
One of the most successful hunters on the planet.
Age. Benekoers consider themselves full adults at 12, and usually age to about 60.
Alignment. Benekoers do not like ideas of what one would call good or evil, so are usually Neutral, and can skewer lawful or chaotic depending on opinions of societies.
Size. Benekoer are generally between 2 and 3 feet tall, but their weight can differ depending on Subrace. Your size is small.
Speed. You base speed is 25 feet.
Darkvision. You have a cat’s keen senses, 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.
Cat’s Claws. Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can use slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for unarmed strike.
Languages. You can speak, read, and write Common, and Payit.
Insular Fur. You are naturally adapted to cold climates as described in chapter 5 of the Dungeon Master Guide.
Cat Wit. You gain proficiency in Persuasion. Also, you automatically have advantage on all checks when trying to haggle.
Fortune Beckoner. Starting at 3rd level, you gain this feature and gain 3 Fortune points. As a bonus action you may give one of the Fortune points to someone else. When someone who has been given a Fortune point, whenever they make an attack roll, an ability check, or saving throw, they can spend the point to roll an additional d20. They choose which of the d20s is used for the attack roll, ability check, or saving throw. You regain your expended fortune points when you finish a long rest, after which the unspent luck points given to others is removed. Grey Benekoer A little larger in general compared other Benekoers in their build, the grey Benekoers are notably stronger than the rest of their kin. Their fur also has an ability to turn very prickly and intimidating. They have apparently had a history of having roles like as mining or protecting the wealth of others. Ability score Increase. Your Strength is increased by 1.
Powerful Build. You count as one size larger when determining your carrying capacity and weight you can push, drag, or lift.
Cat Ferocity. You gain proficiency in intimidation. Also, once per long rest, you can use a bonus action to target an enemy within 20 feet who can see you, they must make a charisma save against an intimidation skill check. On a failed save, they become frightened of you, You must maintain the effect each turn with another bonus action, or they can attempt another charisma save at the end of each of their turns.
Grey Luck. Starting at 3rd level you gain this feature, that you can alter probability that an attack that misses may hit another. You gain 3 Conciliation points. If an attack from someone else misses a target within 60 feet of you, you may expend a Conciliation point and roll the attack again against another target that is within range and in the general same direction. You regain your expended conciliation points when you finish a long rest. Black Benekoer More slender than other Benekoers, the black subrace are more dextrous. Other races often seem to refer to them as bad luck, which likely has mostly come from cases where they have taken part in plots of theft. But there are reports that they can influence bad luck. Ability score Increase. Your Dexterity is increased by 1.
Feline sneaking. You have advantage on all Dexterity (Stealth) or (Sleight of hand) checks while in the dim light or darkness.
Cat Deception. You gain proficiency in Deception. Also, you are quite adept at mimicking sounds of creatures that you have heard, and may do such a thing using a deception roll, which a perception roll used to see through it.
Black Luck. Starting at 3rd level, you gain this feature and gain 3 Misfortune points. You may use a bonus action to put a misfortune curse on a target. When someone who has a misfortune point, whenever they make an attack roll, an ability check, or saving throw, you can expel the curse to roll an additional d20. You can see both rolls and choose which to use for the attack roll, ability check, or saving throw. You regain your expended misfortune points when you finish a long rest, after which you unused misfortune curses are removed.
Brown Benekoer Brown Benekoer are substantially faster than any of the other subraces, and despite their speed can even outrun most larger humanoids. Despite their mostly less attractively coloured fur, their form is both aerodynamic for speed, and a healthy resistance to exhaustion. Although they might commonly be thought of as mostly having their physique on their side rather than common strengths of manipulation, a willpower for their fields, and stubbornness, often sees them at higher roles. Ability score Increase. Your Constitution score is increased by 1.
Feline Foot. You base walking speed is increased by 10 feet, and your climbing speed is increased by 5 feet.
Cat Endurance. You have something called a negative level of exhaustion, where you would receive a level of exhaustion, you instead reach a level lower. To recover this negative level if lost, you must spend an entire day of resting.
Brown Luck. Starting at 3rd level, you seem to be able to give extra luck at improved value of work. Once per long rest you can target one person and remove the effect from any previous target. As long as you are within 100 feet, the target may role an extra d20 when rolling in the creation of something, you may roll again, as if at advantage use the new roll to improve the cosmetic value of the object. This could increase the sales value of the work, but not any other benefit, although it may make it harder to see a lack of value. This can be used 3 times before needing to reapplied. Ginger Benekoer The senses of a ginger benekoer far outdo any of the other subraces, with eyes and ears larger than the others. In grpups their roles can be varied as watchers, and as spiritual advisors. Ability score Increase. Your Wisdom score is increased by 1.
Enhanced Darkvision. Dark vision is increased to 120 feet Feline Senses. You have advantage on all Wisdom (Perception) checks that rely on smell.
Orange Luck. Starting at 3rd level, you seem to be able to give extra lucky at finding treasure. Once per long rest you can target one person, and remove the effect from any previous target. As long as you are within 100 feet, the target may role an extra d20 when searching for things of value, as if at advantage, you may use the dice to find treasure. This can be used 3 times before needing to reapplied.
How they look.
kittiesHow they live.
Benekoer were a reclusive people who often avoided interaction with other intelligent races. However, as each Benekoer possessed a specific feline trait, some had an innate curiosity that compelled them to travel and seek out stories, artifacts, new experiences and knowledge, never remaining in the same place or obsessing over the same piece of lore for too long.How they are.
Benekoer were exceptional hunters and utilized these skills in combat. Speed and stealth combined with their natural camouflage meant that Benekoer were particularity skilled at surprise attacks. Grimalkin are even known to disguise their scent with aromatic herbs. Their hunting skills and intelligence made them formidable tacticians. Groups would often drive prey into ambushes, sometime playing with their doomed foe before killing them. Benekoer clans did have berserker warriors within them, these were known as blood-stalkers.[8] For weapons, Benekoer favored bolas, slings, macas, and javelins with atlatl. These weapons would often be made from wood, bone or stone. Benekoer were just as likely to use weapons as they were to use their claws and teeth. Their preference of simple weapons was not due to a lack of capability. Benekoer were quite capable of adapting to new technology or salvaged weapons. Due to their knowledge of hunting, intelligence and sense of smell, it was practically impossible to trap a Benekoer. Benekoer had few enemies and only the most degenerate clans would attack members of other intelligent species without good reason. Tabaxi society was built around clans. Clans were split evenly between males and females with 3 to 12 young. Each clan had several Hunts each made up of two to eight individuals. The Hunts patrolled the area around the clan's lair. Although tabaxi lairs were sometimes just temporary, they were more often small villages of ramadas. Each ramada was built from wooden poles with grass roofs.[2] Clans were led by elders. About half of the time, leaders were aided by shamans. Clans tended to avoid each other and did not engage in trade. Tabaxi considered trade to be demeaning but in rare instances would use third party agents to trade for them.[2] Tabaxi’s appearance is as varied as their attitudes. Some tabaxi have features or patterning in their fur like tigers, jaguars, or other big cats, while others have appearances more like a house cat. Still others have unique patterns or might style their fur to their preferences — or might even be hairless! Vexatious creatures, known to target wealthy humans and steal their valuables. This is almost always done for the thrill alone, and the plunder is soon returned. A thief who robs rich families just for the thrill of it, before swiftly returning his ill-gotten gains. He'll help himself to anything not nailed down, but stroke his head and he'll give it right back. Though these creatures will pick a wizard's pocket without moment's hesitation, one need only tickle their ears to make them return what they have stolen. A sharp-dressing, would-be pirate who practices his swashbuckling swordplay in front of the mirror. These pirate-mad creatures have developed a swashbuckling fighting style, and even dress like their seafaring idols. All his fancy clothes and luxurious accessories were won by risking life and limb in countless deadly duels. Known to entice humans into duels, wagering their worldly possessions upon the outcome. They proudly wear their winnings as trophies. Likes Shiny thingsHistory.
The Grimalkin and Leonin species surfaced from the Benekoer that emigrated from the Bayous due to the Ancient Elves' poaching. Benekoer were hunted for their pelts. When the Benekoer started wandering out of their homeland, rumors followed about strange happenings there, but the Benekoer themselves said little about them. Most tabaxi remain in their distant homeland, content to dwell in small, tight clans. These tabaxi hunt for food, craft goods, and largely keep to themselves. However, not all tabaxi are satisfied with such a life. The Cat Lord, the divine figure responsible for the creation of the tabaxi, gifts each of his children with one specific feline trait. Those tabaxi 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 tabaxi remain isolated but never ignorant of the world beyond their home. Some Benekoer were motivated by curiosity to leave their homeland, finding safer ways to satisfy their fleeting obsessions by becoming traveling minstrels and tinkers, often accepting interesting objects and stories as payment for their services. Created by the Cat Lord—a divine being of the Upper Planes—to blend the qualities of humanoids and cats, tabaxi are a varied people in both attitude and appearance. In some lands, tabaxi live like the cats they resemble, naturally curious and at home in playful environments. In other places, tabaxi live as other folk do, not exhibiting the feline behavior the Cat Lord intended. Tabaxi hunters are trained to survive in the wild, making them excellent guides. Tabaxi minstrels gather in small troupes and make themselves at home in any settlement, earning coin through music and storytelling. A cat like humanoid race, of a small size. An automatic assumption may to think that they have a connection to Tabaxi, but origins they have are quite different to, and have quite different characteristics. One standout difference is that it is common for Tabaxi to care little for wealth, but Benekoers hold a desire over wealth that might even outdo the greedy Kenku. And they do not uniformally have the cat like physical abilities. By instincts they seem to understand the importance of relying on someone different from themselves, creating groups that they refer to as a company. For this reason, it is common that they will team up with a humanoid they see as substantially different from each other. Even within their own people the benekoer prefer to make companies with one of their varied subraces. Although not the same thing as family, to a benekoer the members of their company is something very similar, with cultural requirements of not stealing or taking advantage of the members. The Benekoer may often be driven by a desire of building wealth, either personal or communal, but they also understand a danger of being too visible. Being aware of their small size, and other humanoids can get angry at them. Their main communities within other cities may be especially pronounced as underbellies of the city, in places they can have a good watch of anyone who enters. Some cities even have their communities literally made underneath the city, in the forgotten places that the new structures were built on top of, made out of whatever materials they have been able to scrounge up, fitting their thrifty nature. Although, even after the wish, they were not the yet the same they are now. The people came into contact with the Stocoin, and in exchange for recovering treasures that disrupted the monetary balance of the world, they received boons. IT was then that the Benekoer apparently moved closer to the other humanoids, signature luck abilities, and a culture around wealth. The supposed story of their origin is that a new king once inherited a great fortune and power from the previous king, yet he was generally unworthy of it. After pests had started to get out of control in the kingdom, the people started to grow angry, and the king thoughtlessly made a wish to have a people that would want deal it for him for gold which the people would not accept. The wish transformed all the cats in the land into the humanoid Benekoers, who accepted wishes and payment, essentially as a slave race, but only a couple years later the Benekoers rebelled, no longer content to have their wealth taken. They have at times found themselves as easy slaves, due to small size, but not without resistance.Benekoer Names.
Each Benekoer has a single name, determined by clan and based on a complex formula that involves astrology, prophecy, clan history, and other esoteric factors. Benekoer names can apply to both males and females, and most use nicknames derived from or inspired by their full names. Clan names are usually based on a geographical feature located in or near the clan's territory. The following list of sample Benekoer names. Nest of Eggs, Dead Leaf, Eyes of Onyx, Lost Spear, Daylight Moon, Distant Rain, Hundred Feathers, Sleeping Creek, Bright Cliffs, and Snoring Mountain.Benekoer Traits.
The Benekoer character has some traits that are common between the various subraces. Ability Score Increase. Your Charisma score increases by 2.Age. Benekoers consider themselves full adults at 12, and usually age to about 60.
Alignment. Benekoers do not like ideas of what one would call good or evil, so are usually Neutral, and can skewer lawful or chaotic depending on opinions of societies.
Size. Benekoer are generally between 2 and 3 feet tall, but their weight can differ depending on Subrace. Your size is small.
Speed. You base speed is 25 feet.
Darkvision. You have a cat’s keen senses, 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.
Cat’s Claws. Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can use slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for unarmed strike.
Languages. You can speak, read, and write Common, and Payit.
Subraces.
White Benekoer White Benekoers are considered the smartest out of the lot, with a fluffier coat than the others. While a physical show of wealth is a strong preference for the cat people, the white subrace are most likely to consider wealth other means of wealth of investing their wealth to get a greater return. Ability score Increase: Your Intelligence score increases by 1.Insular Fur. You are naturally adapted to cold climates as described in chapter 5 of the Dungeon Master Guide.
Cat Wit. You gain proficiency in Persuasion. Also, you automatically have advantage on all checks when trying to haggle.
Fortune Beckoner. Starting at 3rd level, you gain this feature and gain 3 Fortune points. As a bonus action you may give one of the Fortune points to someone else. When someone who has been given a Fortune point, whenever they make an attack roll, an ability check, or saving throw, they can spend the point to roll an additional d20. They choose which of the d20s is used for the attack roll, ability check, or saving throw. You regain your expended fortune points when you finish a long rest, after which the unspent luck points given to others is removed. Grey Benekoer A little larger in general compared other Benekoers in their build, the grey Benekoers are notably stronger than the rest of their kin. Their fur also has an ability to turn very prickly and intimidating. They have apparently had a history of having roles like as mining or protecting the wealth of others. Ability score Increase. Your Strength is increased by 1.
Powerful Build. You count as one size larger when determining your carrying capacity and weight you can push, drag, or lift.
Cat Ferocity. You gain proficiency in intimidation. Also, once per long rest, you can use a bonus action to target an enemy within 20 feet who can see you, they must make a charisma save against an intimidation skill check. On a failed save, they become frightened of you, You must maintain the effect each turn with another bonus action, or they can attempt another charisma save at the end of each of their turns.
Grey Luck. Starting at 3rd level you gain this feature, that you can alter probability that an attack that misses may hit another. You gain 3 Conciliation points. If an attack from someone else misses a target within 60 feet of you, you may expend a Conciliation point and roll the attack again against another target that is within range and in the general same direction. You regain your expended conciliation points when you finish a long rest. Black Benekoer More slender than other Benekoers, the black subrace are more dextrous. Other races often seem to refer to them as bad luck, which likely has mostly come from cases where they have taken part in plots of theft. But there are reports that they can influence bad luck. Ability score Increase. Your Dexterity is increased by 1.
Feline sneaking. You have advantage on all Dexterity (Stealth) or (Sleight of hand) checks while in the dim light or darkness.
Cat Deception. You gain proficiency in Deception. Also, you are quite adept at mimicking sounds of creatures that you have heard, and may do such a thing using a deception roll, which a perception roll used to see through it.
Black Luck. Starting at 3rd level, you gain this feature and gain 3 Misfortune points. You may use a bonus action to put a misfortune curse on a target. When someone who has a misfortune point, whenever they make an attack roll, an ability check, or saving throw, you can expel the curse to roll an additional d20. You can see both rolls and choose which to use for the attack roll, ability check, or saving throw. You regain your expended misfortune points when you finish a long rest, after which you unused misfortune curses are removed.
Brown Benekoer Brown Benekoer are substantially faster than any of the other subraces, and despite their speed can even outrun most larger humanoids. Despite their mostly less attractively coloured fur, their form is both aerodynamic for speed, and a healthy resistance to exhaustion. Although they might commonly be thought of as mostly having their physique on their side rather than common strengths of manipulation, a willpower for their fields, and stubbornness, often sees them at higher roles. Ability score Increase. Your Constitution score is increased by 1.
Feline Foot. You base walking speed is increased by 10 feet, and your climbing speed is increased by 5 feet.
Cat Endurance. You have something called a negative level of exhaustion, where you would receive a level of exhaustion, you instead reach a level lower. To recover this negative level if lost, you must spend an entire day of resting.
Brown Luck. Starting at 3rd level, you seem to be able to give extra luck at improved value of work. Once per long rest you can target one person and remove the effect from any previous target. As long as you are within 100 feet, the target may role an extra d20 when rolling in the creation of something, you may roll again, as if at advantage use the new roll to improve the cosmetic value of the object. This could increase the sales value of the work, but not any other benefit, although it may make it harder to see a lack of value. This can be used 3 times before needing to reapplied. Ginger Benekoer The senses of a ginger benekoer far outdo any of the other subraces, with eyes and ears larger than the others. In grpups their roles can be varied as watchers, and as spiritual advisors. Ability score Increase. Your Wisdom score is increased by 1.
Enhanced Darkvision. Dark vision is increased to 120 feet Feline Senses. You have advantage on all Wisdom (Perception) checks that rely on smell.
Orange Luck. Starting at 3rd level, you seem to be able to give extra lucky at finding treasure. Once per long rest you can target one person, and remove the effect from any previous target. As long as you are within 100 feet, the target may role an extra d20 when searching for things of value, as if at advantage, you may use the dice to find treasure. This can be used 3 times before needing to reapplied.
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