WB Felis
Contents
Felis
Short and furry
Felis are often underestimated due to their short stature and cuddly demeanor. Felis come in all shapes and colors. They can grow to be up to 3ft tall and often vary in their weight due to differing habits. Felis range from fiery gingers to the cool, calculating cerulean blues. The sub species of Felis all have their own quirks, but as a species they are known to be intelligent and gifted adventurers.
Felis are among the shortest races and are often overlooked for their small stature. Their domesticated ancestor, the house cat, is sometimes what all other races will see when dealing with a Felis. Adventuring Felis have learned to use this to their advantage, often sweet talking the tall folk into increasing their fee and rewards. But this talent isn't just limited to deal making; in combat, foes will often disregard and even turn their backs to a Felis, providing and opening to strike. |
Each breed of Felis has their own Clan of which they are very proud. This often leads to scuffles and contests of pride of oneself and of Clan. There has always been a healthy rivalry among the different breeds of Felis. Some rivalries end in brawls and others end with shame and loss of respect. Often individuals will be challenged to single combat for their honor, and on the rarest of occasions, the honor of an entire clan.
Nine lives short lived
Felis live up to 135 years of age. It is whispered they possess nine lives and by some forgotten curse, they burn through each life every 15 years. This has led many Felis adventurers to set out on a quest to seek an end to their curse and restore the race's full life span. With their cursed nine lives, the Felis travel alone with an eagerness to get the most from life which drives them to move through it, rarely forming strong attachments to the many non-Felis with which they become acquainted. Felis live their lives with a strong sense of magic. Most Felis are able to sniff the wizard in a room full of grey bearded pointy hat wearing men. Other races often construe the Felis' innate magic sense to their origins as Wizard's familiars, used as conduits for magical energy to aid in spellcasting.
Clan Hierarchy
The Felis clans are overseen by a clan elder who is elected by the clan as a whole. The Elder doesn't have to be elderly to achieve the title, but those who take the mantle young are seen as inexperienced. Ranked below the Elders, in name only, are the Clan Mothers. Clan Mothers are those who manage the Clan's home affairs, organize quests, assign apprenticeships, and just about anything else. While Elders are elected, Clan Mothers will choose a promising child and tutor them personally. After the Clan Mother passes, the chosen child will take up the role.
Curious Explorers
All Felis share a love of exploring - their curiosity about the world is what drives them onward. They are constantly looking for new technologies, spells and rare legendary items to further their clan's honor.
Felis Names
Felis are given their names by their clan mother. A clan mother often determines the name by divining the future of a kitten. If the future tells of the child doing great deeds a heroic name is chosen, if not, a standard house name is chosen.
- Male names: Al, Bree, Chester, Edgar, Fiddle, Jester, Jack, Luke, Luther, Max, Maru, Mew, Milo, Minka, Oliver, Oscar, Rufus, Smokey, Simon
- Female names: Alice, Angel, Ash, Charlotte, Claire, Curie, Chloe, Daisy, Eva, Lucy, Millie, Mimi, Misty, Rosie, Ruby, Sasha, Susi, Tasha, Trixie
- Clan names: Cerulean, Claw, Maine, White Paw, Shadow, Forest, Chant, Hex, Iron Tooth
- Heroic names: Azrael, Leo, Felix, Ozfell, Proudfoot, Patches, Salem, Theo, Cecil
Felis Traits
- Age. Felis are considered full adults when they reach the age of 10. They can become up to 135 years of age.
- Size. Felis average between 2-3 feet tall and weigh up to 30 pounds. Your size is small.
- Speed. Your base walking speed is 25 feet.
- Darkvision. You are able to see in full darkness up to 60 feet as if it were bright light, and darkness beyond that as if it were dim light. You cannot discern color in darkness, only shades of gray.
- Claws. Due to your claws you have a climb speed of 15 feet. The claws on your hands and feet are natural weapons, which you can use to make unarmed strikes dealing 1d4 slashing damage. They have the dual-wielding and finesse properties.
- Purrsuasion. Felis use their short and cute nature to their advantage as much as they can. They can roll a Persuasion attempt on a friendly creature, with advantage a number of times equal to their proficiency bonus, per long rest.
- Curious Nature Being inquisitive, Felis have proficiency in the Investigation skill.
- Agile tail. You have a tail that grants you an expertise die on checks made to balance, climb, or Acrobatics checks. In addition, you
gain advantage on saving throws to avoid falling.
- Beancounters. Felis hate wearing footwear and will not wear it no matter the reason. If forced they will lose all use of their gifts until such time as the offending items are removed.
Felis Gifts
Some clans boast of their pureblood lineage, but many others are mixed. Their colorful fur seems to influence their personalities too, whether this is because they grow up with these expectations, or because their is a genetic reason for this is a mystery. Choose one of the following lineages to determine what Felis Favor you gain at birth.
===Angora=== Smart, intelligent, devoted to its family, doesn't like to be alone
- Arcane Curiosity. Your innate curiosity extended to the Arcane, and you quickly picked up some knowledge and even a simple spell. You gain proficiency in Arcana. You learn one cantrip of your choice from the wizard spell list.
- Wary mind. You gain an expertise die on saving throws against being charmed, and magic can’t put you to sleep.
===Blue=== nervous, loves play, hunter, shy
- Keen Senses. You gain proficiency in Perception.
- Prophetic Instincts. Your ability to detect danger is nearly supernatural. You gain a bonus to initiative rolls equal to your Wisdom modifier, and you can’t be surprised while conscious (including during your sleep).
- Pounce. Once per combat, if you hit a surprised creature with an attack, the attack’s damage increases by 2d6.
===Bobtail=== Social, easygoing, confident, friendly,
- Easily Unseen. When a creature first comes within line of sight of you, you can use your reaction to Hide, even if you don’t have anything to hide behind. When you hide this way, you gain an expertise die on your Stealth check.
- Camopattern. While you are unarmored, you have advantage on Stealth checks made to hide from creatures unaware of your presence.
===Maine=== Gentle giant, water and cold resistant fur, cautious, like water Your coat is naturally thick, granting you both physical protection and resistance to the cold. You gain the following benefits:
- Winter Coat. You gain resistance to cold damage.
- Guard Fur. Your dense fur includes both a soft inner layer and a coarse, protective outer layer. Your AC equals 12 + your Dexterity modifier, unless your armor provides a higher value. You can still benefit from shields as normal.
===Munchkin=== Outgoing, intelligent, responsive Close Quarters. You can move through the space of any creature that is of a size larger than yours. You have advantage on melee attacks made against a creature whose space you are in. Also, your sensitive whiskers grant you blindsight with a range of 5 feet.
- If it fits... You can squeeze or contort through spaces as if you were one size category smaller than you are.
- Tricky Little Thing. You may use the Dodge or Hide action as a bonus action. Once you have used this trait a number of times equal to your proficiency modifier, you can’t do so again until you complete a long rest.
===Oriental=== Athletic, lean, beautiful, love water, trainable
- Runner. You can Dash as a bonus action.
- Climber. You have a climb speed of 25 feet.
- Cat agility You gain an expertise die on Dexterity saving throws. Adept at avoiding the attacks of the “Big Folk”, you gain +1 to your Armor Class against creatures of a size category larger than your own.
===Rex=== Bubbly, curious, people orient,
- Free-Minded. Choose one of the following saving throws: Intelligence, Wisdom, or Charisma. You gain an expertise die when using the chosen saving throw to resist magic.
- Just Like Home. Choose one type of terrain, reflecting the area from which your family hails: arctic, desert, mountain, or swamp. You ignore all naturally created difficult terrain of that type.
Additionally, you gain an expertise die on Survival checks made within this terrain type, and gain a type of damage resistance related to your chosen terrain: arctic— cold, desert—fire, mountain—lightning, swamp —poison.
===Savannah=== strong hunter, loyal, great jumpoer,
- Natural Hunter. You gain proficiency with either Perception, Stealth, or Survival.
- Predatory Body. You have advantage on Wisdom (Perception) checks that rely on smell. Additionally, your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
===Shorthair=== hunter, good natured, independent A shiver crawls up your spine—run! You gain the following benefits:
- Alacrity. Your walking speed increases by 5 feet so long as you are not carrying a heavy load or wearing heavy armor.
- Climbing Claws. You get a climb speed of 20 feet.
- Zoomies. You can use this trait to Dash without spending an action. Once you use this feature, you can not use it again until after you move 0 feet on your own turn.
===Sphynx=== love to meet new people, cuddly, playful, affectionate
- Catlike instincts. You gain proficiency with two skills of your choice from Deception, Insight, Perception, or Stealth. You also gain an expertise die on saving throws against being frightened and against other effects that would alter your emotions.
- Tail between your legs. The first time you Sprint between short or long rests, your movement that turn does not provoke opportunity attacks.
Paragon
When you reach 10th level you may select one Paragon ability below, additionally all Paragon cats gain the following ability:
- Nine lives Each time you would die because of failing your third death saving throw, you lose one life instead. Immediately age 15 years. You die if you ever become 135 years or older.
Apex Predator
- Predator Weapons. The damage from your unarmed strikes increases to 1d6 + your Strength modifier, and your unarmed strikes are magical. When you hit a creature with an unarmed strike, you can choose to grapple that creature as a bonus action. If the creature is two sizes larger than you, you can grab on instead.
- Rake When you have a creature grappled, or grabbed onto, you can choose to rake them with your hindlegs as your action that turn. Raking automatically hits and deals 2d6 + Strength modifier in damage.
Nightstalker
- Preternatural Senses. With a twitch of your whiskers, you can extend your senses. You can cast one of the following spells once:
arcane eye, clairvoyance, detect magic, locate creature, or locate object. Intelligence is your spellcasting ability for this spell. You must finish a short or long rest in order to cast the spell again using this gift.
Natural Escape Artist
- Master of Escape You can use this trait to cast freedom of movement on yourself once between long rests. The spellcasting ability is your choice of Intelligence, Wisdom, or Charisma.
- Feline Freefaller
If you are not carrying a heavy load or wearing heavy armor, you are immune to falling damage. When you fall and take no damage, you land on your feet.