Native to the forests, savannahs and deserts south of the City of Tales, catfolk are less organized than their neighbors, the orcs of Leto or the city-states to north of their tribal lands. They’re separated into self-sufficient clans of typically no more than 150 members per pride, with the majority subsisting as nomadic hunter-gatherers following their ancestors’ footsteps. Several clans have taken advantage of their safe paths and wealthy neighbors, however, becoming merchants, most commonly by trading between the desert tribesman south of them and the cities along their northern borders.
Rather than adhere to any gods in particular, catfolk most commonly engage in ancestor worship, passing along the stories of the heroes of their shared past. They pass on names and titles from their forebears, mixing old with new.
Though there are slight variations among them, many catfolk share some common traits.
Ability Score Increase. Your Dexterity score increases by 2.
Age. Catfolk mature earlier than humans at the age of 12. They typically live between 70 and 80 years.
Alignment. Despite their clannish tendencies, many catfolk harbor fierce independent streaks that drive them more towards chaos than law. They have no such tendency between good or evil, however.
Size. They typically stand anywhere from 5 to 6 feet tall, and can weigh between 120 and 180 pounds. Your size is Medium.
Speed. Your base walking speed is 35 feet.
Languages. You can speak, read, and write Common and Catfolk. Catfolk is a difficult language, full of obscure rules of grammar and syntax that keeps many outsiders from attempting to learn.
Darkvision. Your people are used to a life spent hunting and traveling, even in the dark of night. 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.
Curiosity. Your natural curiosity has driven you to seek out new things to learn. You may choose an additional language or tool proficiency.
Feline Grace. Much like their smaller cousins, catfolk always land on their feet from a fall. Additionally, as a reaction, a catfolk may reduce falling damage they take to the minimum damage.
Subraces. Rarely, certain catfolk are marked at birth by ancestral spirits for great or terrible deeds. When this occurs, they begin to manifest ancient bloodlines. Several bloodlines of catfolk exist, each with its own features. Two are listed below: Dokha and Rakha. Choose one.
As a Dokha catfolk, you are stronger and better suited to hunting than your clan mates. Dokha are usually destined to be the greatest of warriors, though their deeds are not guaranteed to benefit the clans.
Ability Score Increase. Your Strength score increases by 1.
Claws. You are never unarmed. You are proficient with your claws, which are a melee weapon that deal 1d4 piercing damage. You may use your Dexterity modifier for attack and damage rolls with your claws, and they are considered to have the light weapon property for the purposes of two-weapon fighting.
Natural Hunter. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
As a Rakha catfolk, you bear a stronger force of personality than your clan mates. Rakha are usually destined to be leaders, though it does not guarantee they will lead the clan into greatness or doom.
Ability Score Increase. Your Charisma score increases by 1.
Nine Lives. Whenever you roll a death saving throw, a roll of 9 is considered a success.
Feline Luck. After an attack has hit you but before damage is rolled, you may spend a reaction to force the attacker to reroll the attack with disadvantage. After you use this ability, you can’t use it again until you complete a long or short rest.