Felin (5e Race)

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Felin[edit]

Physical Description[edit]

The felin are catlike humanoids, descended from the tabaxi. Unlike tabaxi, however, their fur colors and patterns are more limited. The base coats seen so far are orange, black, white, tabby, siamese, tuxedo, and calico. Interestingly enough, the eye colors of felin seem to match their fur, with orange felin having red eyes, tabbies having bright blue eyes, siamese ones having brown eyes, white ones having ice-blue eyes, calicos having pale grey eyes, and tuxedos having green eyes.

Mixed coats can and do occur, with mixed felin typically having an affinity for one of the powers their coat brings over another. The most coat types ever seen on one felin was five; however, they did not possess any magic. Those with four coat patterns and/or colors only possess small portions of the powers of each. Felin with mixed coats can have varying eye colors. Some may just have the eye color of their primary coat, while others may have one eye match one coat and the other eye match another coat, while still others may have vastly different eye colors from the "normal" ones, such as violet, yellow, black, or even white.

Hairless felin do exist, but they are rare, and do not possess any magical abilities like the majority of the felin do. They tend to make up for it in other ways, though, usually being a bit more adept in learning new skills and trades.

History[edit]

The felin were once tabaxi, but as time went on, those who would become the foundation of the felins slowly developed innate magical abilities, which eventually began to correspond to certain fur colors and patterns. They intermingle with tabaxi and the common folk the most, not feeling as bound to the Cat Lord as the tabaxi do.

Society[edit]

In their small towns and settlements, felin do not value class like most other races. They are all equal, even those with mixed coats or the rare hairless. Everyone has a job that best suits their talents and abilities, and resources such as crops and raw materials for crafts are freely shared. All felin dress in clothing that relates to their coat and magical abilities - for example, black felin tend to dress in darker grays and blacks, while orange felin tend to dress in oranges, yellows, and reds, and tuxedos tend to dress in deep blues and greens.

Felin Names[edit]

Felin are not named according to gender; rather, they are named according to their primary coats and magical abilities. Some names could be certain words translated from English to Latin, still relating to the coats and abilities, or they could be something that is adjacent to their powers. Examples are given below.

Black: Abyss, Nox/Noctis, Shade, Dusk, Umber, Vespera

Orange: Blaze, Blister, Scarlet, Burn, Smolder, Ignis

Tuxedo: Tsunami, Wave, Riptide, Coral, Lagoon, Pearl

Calico: Breeze, Eagle, Alpine, Gale, Whirlwind, Sky

Siamese: Boulder, Terra, Rocky, Sienna, Shale, Clay

White: Icicle, Tundra, Hailstorm, Blizzard, Nix/Nyx, Glacier

Tabby: Stormy, Volt/Bolt, Thunder, Flash, Spark, Tempest

Felin Traits[edit]

A subset of tabaxi with innate magical abilities.
Ability Score Increase. Your Charisma score increases by 1.
Age. Felin have lifespans equivalent to those of humans.
Alignment. Felin tend toward chaotic alignments, as they let impulse and fancy guide their decisions. They are rarely evil, with most of them driven by curiosity rather than greed or other dark impulses.
Size. You are Medium or Small. You choose the size when you select this race.
Speed. Your base walking speed is 30 feet, and you have a climbing speed equal to your walking speed.
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.
Cat's Claws. You can use your claws to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
Cat's Eyes. You have proficiency in the Perception skill.
Languages. You can speak, read, and write Common and one other language of your choice.
Subrace. The felin are defined by their fur colors and patterns, which dictate what kinds of magic they wield. You choose up to three subraces - one for your base coat, which is required, and up to two others as additional patterns and/or colors, which each grant minor benefits. Alternatively, you may choose four in total, only gaining the ability score increase from one, and the "additional color/pattern" features from each, or you may choose five in total (or to be hairless), gaining the ability score increase of one defined coat and two skills of your choice.


Orange Fur[edit]

Ability Score Increase. Your Dexterity and Charisma scores each increase by 1.
Soul of Embers. You know the fire bolt cantrip. Charisma is your spellcasting ability for this spells when you cast it with this trait. If you choose this subrace as an additional color and not your base coat, this is the only feature you receive from this subrace.
Fire Resistance. You have resistance to fire damage.
Fury of Flame. Starting at 3rd level, you can cast the spell burning hands with this trait. Starting at 5th level, you can also cast the spell flame blade with this trait, without requiring a material component. Once you cast burning hands or flame blade with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Charisma is your spellcasting ability for these spells when you cast them with this trait.

Black Fur[edit]

Ability Score Increase. Your Dexterity score increases by 2.
Soul of Shadows. You have proficiency in the Stealth skill. If you choose this subrace as an additional color and not your base coat, this is the only feature you receive from this subrace.
Dark Arsenal. You have the power to shape shadows into certain forms of your choice. Choose two simple or martial weapons from the list of weapons found in the Player's Handbook, or one weapon and a shield. If your DM allows firearms, you may also choose from the list of firearms found in the Dungeon Master's Guide. You gain proficiency in those weapon(s) and/or shields, and you can create them harnessing the power of shadows. When created in this way, these weapon(s) deal necrotic damage instead of their normal damage type. If you throw the weapon(s), it dissipates the instant after it hits or misses a target, and if you drop the weapon(s), it will dissipate at the end of the turn. These weapon(s) can be summoned or dismissed as a bonus action on your turn. Any ammunition fired from ranged weapons of this kind also dissipates the instant after it hits or misses a target. Any ranged weapons with the reload property have infinite "reserve" ammunition, but still need to be reloaded as normal using an action or bonus action (your choice), when created in this way.
Depth of Darkness. Starting at 3rd level, you can cast the spell darkness with this trait, without requiring a material component. Starting at 5th level, you can also cast the spell shadow blade with this trait, dealing necrotic damage instead of psychic. Once you cast darkness or shadow blade with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Charisma is your spellcasting ability for these spells when you cast them with this trait.

White Fur[edit]

Ability Score Increase. Your Charisma and Constitution scores each increase by 1.
Soul of Snow. You know the ray of frost cantrip. Charisma is your spellcasting ability for this spells when you cast it with this trait. If you choose this subrace as an additional color and not your base coat, this is the only feature you receive from this subrace.
Winter Coat. You have resistance to cold damage.
Creature of Cold. Starting at 3rd level, you can cast the spell Rime's binding ice with this trait, without requiring a material component. Starting at 5th level, you can also cast the spell sleet storm with this trait, without requiring a material component. Once you cast Rime's binding ice or sleet storm with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Charisma is your spellcasting ability for these spells when you cast them with this trait.

Tuxedo Pattern[edit]

Ability Score Increase. Your Strength and Constitution scores each increase by 1.
Soul of the Sea. You have a swimming speed equal to your walking speed. If you choose this subrace as an additional pattern and not your base coat, this is the only feature you receive from this subrace.
Amphibious. You can breathe air and water.
Way of Water. Starting at 3rd level, you can cast the spell create or destroy water with this trait. Starting at 5th level, you can also cast the spell water walk with this trait, without requiring a material component. Once you cast create or destroy water or water walk with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Charisma is your spellcasting ability for these spells when you cast them with this trait.

Calico Pattern[edit]

Ability Score Increase. Your Dexterity score increases by 2.
Soul of Air. Your base movement speed increases by 10 feet. If you choose this subrace as an additional pattern and not your base coat, this is the only feature you receive from this subrace.
Eternal Breath. You can hold your breath indefinitely while you’re not incapacitated.
Way of Wind. Starting at 3rd level, you can cast the spell feather fall with this trait, without requiring a material component. Starting at 5th level, you can also cast the spell levitate with this trait, without requiring a material component. Once you cast feather fall or levitate with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Charisma is your spellcasting ability for these spells when you cast them with this trait.

Siamese Pattern[edit]

Ability Score Increase. Your Constitution score increases by 2.
Soul of Soil. You know the mold earth cantrip. Charisma is your spellcasting ability for this spell when you cast it with this trait. If you choose this subrace as an additional pattern and not your base coat, this is the only feature you receive from this subrace.
Lightfoot. You can move across difficult terrain without expending extra movement if you are using your walking speed on the ground or a floor.
Strength of Stone. Starting at 3rd level, you can cast the spell Maximillian's earthen grasp with this trait, without requiring a material component. Starting at 5th level, you can also cast the spell erupting earth with this trait, without requiring a material component. Once you cast Maximillian's earthen grasp or erupting earth with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Charisma is your spellcasting ability for these spells when you cast them with this trait.

Tabby Pattern[edit]

Ability Score Increase. Your Dexterity score increases by 2.
Energy of Electricity. You know the shocking grasp cantrip. Charisma is your spellcasting ability for this spell when you cast it with this trait. If you choose this subrace as an additional pattern and not your base coat, this is the only feature you receive from this subrace.
Shock-Resistant. You have resistance to lightning damage.
Soul of Storms. Starting at 3rd level, you can cast the spell call lightning with this trait. Starting at 5th level, you can also cast the spell lightning bolt with this trait, without requiring a material component. Once you cast call lightning or lightning bolt with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Charisma is your spellcasting ability for these spells when you cast them with this trait.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
5′ 4'' +2d8 110 lb. × (1d10) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)


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