Carnir: After the War
Catfolk are a race of humanoids with feline traits. They were native to the southern jungles of Carnir before that region was devastated by fires early in Zalam’s rise to power, and have since taken up home in the isolated forests on the northern reaches of Carnir. Since Zalam’s fall, catfolk have begun spreading through the continent and integrating into society.
Catfolk are organized into clans based on physical traits, which are divided into three groups: the Great Clans, the Hunter Clans, and the Swift Clans. They are culturally similar to the Ranheid wood elves: they strive to live in harmony with nature and are deeply spiritual, believing themselves to be a chosen people of Mideo. Some cultures see catfolk as backwoods savages barely better than the beasts they resemble, while others see them as oppressed victims of attempted genocide who struggle to survive.
Ability Score Increase: Dexterity +2
Age: Catfolk live about as long as humans, but show fewer obvious signs of aging.
Alignment: Catfolk tend toward neutral alignments and avoid extreme behaviour.
Speed: 30 feet.
Darkvision: Catfolk can see in dim light within 60 feet as if bright light, and in darkness as if it were dim light. They can’t discern colour in the dark.
Keen Senses: Catfolk have proficiency in the Perception skill.
Superior Balance: Catfolk have advantage on any Dexterity checks made to balance or remain standing.
Claws: Catfolk can deal slashing damage with unarmed strikes instead of bludgeoning; their unarmed strikes have the finesse property when dealing slashing damage.
Soft Fall: Catfolk have resistance to falling damage and always land on their feet no matter the fall’s distance.
Climbing: Catfolk have no speed reduction when climbing.
Languages: Catfolk can speak, read and write catfolk and common.
The Great Clans are a lineage of physically large catfolk. They have either tan hair and tufted tails, or striped black and orange hair. Males sometimes have large, wild manes. They’re known for their ferocity in battle and vicious claws, and often rise to roles of leadership in catfolk tribes. The two major Great Clans are the Stripe Clan and the Gold Clan.
Ability Score Increase: Strength +2
Greater Claws: A Great Clan catfolk’s unarmed damage increases to 1d4 when dealing slashing damage.
The Hunter Clans include a variety of clans with hair that ranges from white to black, with many shades of grey in between. They’re not as large as the Great Clans but are very skilled in hunting, stalking, and camouflage. The three main Hunter Clans are the Night Clan, Tree Clan, and Mountain Clan.
Ability Score Increase: Wisdom +1
Natural Hunter: Hunter Clan catfolk can hide even when only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
The Swift Clans are quick on their feet and known for being more than a little skittish. They tend to have bright yellow hair with black spots or pale orange hair and tufted or oversized ears. They excel at running and are often used as messengers or scouts. The two main Swift Clans are the Plains Clan and the Sand Clan.
Quick to Act: Swift Clan catfolk have advantage on initiative checks.
Fleet of Foot: Swift Clan catfolk’s base speed increases to 40 feet.
Sprinter: When using the Dash action, Swift Clan catfolk can move an additional 10 feet.