5e SRD >Races >Ancestry and Culture: An Alternative to Races >Alternate Ancestries >

Catfolk

Note

In order to make the existing 5e ancestries balanced with the ones presented in these rules, we’ve made adjustments to the existing 5e ancestries. You can play with the original ancestries as originally presented, but if you want to utilize the Major/Minor Feature system, we’ve redesigned them here.

These ancestries replace the official 5e races. Some have been rolled up into larger categories, like the reptilian category capturing kobolds, lizardfolk, and snakefolk.

If you’re interested in playing a catfolk, you can use our Feelas ancestry.

Minor Features

Choose two of the following minor features, or four if you only chose one major feature.

  • 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.
  • Deceptive. You have proficiency with the Deception skill.
  • Fast Flight (Requires flying speed). Your fly speed is increased by 10 feet.
  • Fluent. You can speak, read, and write two additional languages of your choice.
  • Nimble Movement. You have proficiency in the Acrobatics skill.
  • Physical Mimicry. You have advantage on all checks made to produce mimicries or duplicates of existing objects.
  • Slow Fall. You take half damage from falling.
  • Stealthy. You have proficiency in the Stealth skill.
  • Talons. You have sharp talons as natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed attack. Your natural weapons are considered to have the light and finesse weapon properties. They are not weapons, but attacks with them are considered weapon attacks. This means that you can use your natural weapons for effects like the paladin’s divine smite, but feats like dual wielder do not apply the AC bonus.
  • Thievery. You have proficiency in the Sleight of Hand skill.
  • Throw Voice. You can make your voice sound like it is coming from somewhere else, up to 60 feet away. A creature can tell that the sound is being thrown if their passive Insight score is higher than your Charisma (Deception) check, or by succeeding on an opposed Wisdom (Insight) check against your Charisma (Deception) check.
  • Trained Tools. You have proficiency in two tools of your choice.
  • Vocal Mimicry. You can mimic sounds you have heard with near perfect accuracy. A creature can tell that the sound is a mimicry if their passive Insight score is higher than your Charisma (Deception) check, or by succeeding on an opposed Wisdom (Insight) check against your Charisma (Deception) check.
  • Avian Flight. Avian flight is better than most other flight options in these rules, working with light or medium armor. This is designed to allow the bird-like avians to have the best flight available. If you want to have a flight similar to the other ancestry options, then use the following change: Avian Wings. You have a flying speed of 30 feet. To use this speed, you can’t be wearing medium or heavy armor.
Section 15: Copyright Notice

Ancestry Awakened: Copyright 2021, Pirate Gonzalez Games: Author Timothy Gonzalez