The feelas are cat-like humanoids. They have the fur patterns of large felines, like lions, tigers, or panthers.


Feelas are found throughout the world, but they have few permanent settlements. Instead, feelas prefer to travel and explore.

Feelas are taught to be curious, to always seek new opportunities and experiences.

Many feelas make a living as traveling merchants or guides. Because they travel widely, they can sell goods and tools from distant lands or guide others through little-known passages.

Small communities look forward to their rare visits from feelas merchants, and feelas guides are highly sought after by adventurers.

The Drifter

Feelas folklore often revolves around a figure known as The Drifter. They’ve had many aliases over the years, but The Drifter is the catchall term used for stories involving this figure.

Most stories about The Drifter involve a wandering feelas coming to a new village or city. While there, they find out about a problem or threat facing the community and decide to intervene.

When they investigate, the problem is never as easy as it seems.

A monster plaguing a town is trying to find its stolen baby, a thief is providing for their sick family, and so on. The Drifter always chooses to do the morally right thing, and then has to avoid the repercussions for doing so. In the end, The Drifter always gets away, even if they’re not rewarded, knowing they did the right thing.

Feelas take these stories to heart in their travels and seek to emulate the best parts of The Drifter. In this way, they feed into the legend, using their own stories and exploits as new material for a story of The Drifter.


Wanderholme is the magical teleporting city of the Feelas. Every 9 years, the city teleports itself to another location in the world.

The city always appears near other civilizations, though still hidden enough that few are likely to stumble upon it.

One of Wanderholme’s enchantments is that it is completely self-sufficient. The city magically produces enough basic food and water for all of its inhabitants, although specialty food still needs to be procured through other means.

Wanderholme has scholars who are dedicated to maintaining the city’s magical enchantments and predicting its next locations. They are able to predict Wanderholme’s next location with a high degree of certainty, but further predictions become less accurate.

Many feelas carry calendars that list Wanderholme’s current location and next predicted location. The city throws a huge festival the week before it teleports, and many feelas travel from all over the world to join. Wanderholme’s teleportation is a great way for explorers to quickly and inexpensively travel to a distant area, with a high (but not perfect) degree of accuracy.

Feelas Names

Feelas are given a name by their parental figures, their ‘home name’, but often claim a new name if they travel, their ‘road name’.

When they return to Wanderholme, they revert back to their ‘home name’.

Example Names: Demnos the Swift, Tormangangshot, Bridget Two-Penny.

Feelas Traits

You gain the following traits as a feelas.

  • Ability Score Increase. You gain a +2 and +1 bonus to two different ability scores of your choice, or +1 to three different ones.
  • Age. Feelas reach adulthood and age at the same rate as humans do.
  • Size. Feelas size depends on the type of feline they are similar to. Lion or tiger feelas tend to be larger than cougar or cheetah feelas. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Languages. You can speak, read, and write Common and one additional language of your choice.

Major Features

Choose two of the following major features. You can exchange one major feature for two additional minor features.

  • Cat’s Luck. You can choose to gain advantage on an attack roll, saving throw, or ability check. Once you use this trait, you can’t use it again until you finish a short or long rest.
  • Lick Wounds. As a bonus action, you can lick your wounds. You can spend one Hit Die to gain temporary hit points equal to your level + your Constitution modifier (minimum +1). Once you’ve used this ability, you can’t use it again until you finish a short or long rest.
  • Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.
  • Nine Lives. When you would die, you can choose to survive. Instead of dying, you are unconscious at 0 hit points. You can use this ability 8 times.
  • Roar. You can use your action to roar, intimidating those around you. Each creature of your choice within 30 feet of you that can hear you must make a Wisdom saving throw. The DC is 8 + your Charisma modifier + your proficiency bonus. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a successful save. After you use this ability, you can’t use it again until you complete a short or long rest.

Minor Features

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

  • Climbing Claws. Your claws are sharp enough to grant you a climbing speed of 20 feet. They are also a natural weapon, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength or Dexterity modifier (your choice), instead of the bludgeoning damage normal for an unarmed strike.
  • 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.
  • Fast Movement. Your base walking speed increases by 5 feet.
  • Fluent. You can speak, read, and write two additional languages of your choice.
  • Keen Senses. You have proficiency in the Perception skill.
  • Stealthy. You have proficiency in the Stealth skill.
  • Trained Tools. You have proficiency in two tools of your choice.
  • Traveler’s Language. You have learned how to talk about a specific topic in multiple languages. Pick a topic like the weather, where to find inns and merchants, or local customs. You can converse with intelligent creatures that have a language as long as you remain focused on these topics. You don’t come across as fluent or knowledgeable about the language, but it’s enough to get you the information you need. Speak with your GM to determine an appropriate topic.
Section 15: Copyright Notice

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

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