Originating from the Feywild, felkin are said to have first emerged from a union between human travelers and an intelligent feline-looking race, called the Tabaxi. Over generations, these hybrid descendants developed a distinct identity, evolving into a true-breeding people with their own traditions and traits. Though the truth of their origin is debated, felkin oral histories speak proudly of this fey-touched heritage and the cunning it bestowed upon them.
Felkin typically resemble humans with subtle to striking feline features: feline ears like those of a house cat or a lynx, a feline tail, a cat’s nose, sharp claw-like nails, whiskers, or a combination of those. Felkin believe that the more feline aspects one has, the more they are blessed by fate and destined for greatness.
There’s a distinct culture in felkin communities: they are intensely self-reliant. It’s seen as a great shame for a felkin to depend on anyone but themselves, and felkin children leave the nest extremely early in order to make their own luck in the world. It’s not out of the ordinary to see a felkin teen already tending to their own shop or embarking on an adventure. This cultural push to be independent can make those who do not understand felkin to see them as individualistic, even selfish, but those who form a bond with a felkin quickly understand that they enjoy companionship just as much as anyone else – they just have their own way of showing it. Their need to be self-reliant does not mean that felkin don’t help each other, though; quite the opposite. Many cities have wide felkin networks that they use to help themselves and other felkin flourish.
- Age: Felkin have lifespans equivalent to humans.
- Size: Felkin are of a size similar to humans, not counting the ears. Your size is Medium.
- Speed: Your base walking speed is 30 feet.
- Feline Agility: Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the tum. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
- Cat’s Talent. You have proficiency in one of the following skills of your choice: Acrobatics, Performance, Perception, or Stealth.
- Feet Lander. You ignore the first 20 feet of fall damage. You may use Dexterity instead of Strength for calculating your long and high jump distances.
- Darkvision. You have Darkvision with a range of 60 feet.
3rd level
- Graceful Tumble. When you take the Dash action, you can move through creatures’ spaces as if they were difficult terrain, and you don’t provoke opportunity attacks from creatures whose space you enter or exit this way.
5th level
- Nine Lives. You have the uncanny luck of a cat clinging to life. When you make death saving throws, you don’t die after 3 failures. Instead, you die after 9 failed death saving throws. You still stabilize after 3 successes as normal. This trait has no effect if you take massive damage that kills you instantly.
