Great saber tooth (5e Race)

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Great Saber Tooth[edit]

"Not here to kill you. Far as I'm concerned, you can stay just like this. But I'm gonna make you a promise. You ever find anything--anybody make life worth living again-- I'll be there." -Kabalu, a famous Great Saber known for the killing spree on the settlers of Katun he committed on his own personal crusade.

Physical Description[edit]
A look for a typical male, this is my drawing,

Great Saber Tooths, known as Smilodon aliurorex to scholars, is a species of the saber-toothed cat found in remote regions of the wilds. The most unique quality about them is, despite being beast not humanoids, the posses sentient intelligence and culture.

Great saber tooths have a reduced lumber region, a high scapula, and broad limbs with relatively short paws. Their coats range from a various browns, reddish orange, and amber, to greys, tortoise shell(to a certain degree) and even black. Almost always, the coat, even black or white or tortoise shell, is covered in rosettes at least slightly darker then the main color, somewhat akin in pattern to a leopard. The shoulders and neck often appear more muscled than normal, as many males, though not all, grow manes to varying degrees. Like dwarves' beards, males take great care and pride in their manes, using them as symbols of virility and/or strength, grooming them in various styles, favoring a long, luxurious, lion-like appearance in honor of the lesser conical toothed cats. Females some times grow manes, in a sort of tomboyish manor, but they almost never encompass the entire neck, and even then are rarely as thick as the manes of males. (Not needed, just here because science: It is often spread that these cats' fangs are too big for their lips and are visible when the mouth is closed, but such is hardly the case. The functional problems of having teeth exposed are many, including deprivation of calcium found in saliva causing cracking, seseptability to fracture, and the risk off getting stuck in any bush ever, thus these cats possess long upper lipsin proportion to their head, and low hanging lower lips, like clouded leopards but lower.)

Great saber tooths can reach staggering size. They can be 47 inches, at the shoulder (which is about roughly the height of a brown bears shoulders), and weigh anywhere between 490 to 880 pounds. But their most terrifying feature is their teeth, specifically their canines. These are their killing teeth, which can be up to a foot in length. However, they're surprisingly brittle, not being able to pierce bone easily without breaking, and their jaws weaker than any lion (this does not affect gameplay in anyway against heavily armored oppenents, unless you have a particularly cruel dungeon master). This is because they kill differently then other cats, relying on persicion not power; will conical toothed cats can open their mouth 60 degrees and kill their prey by suffocation, saber toothed cats can open their jaws 120 degrees and kill by evisaraiting the jugular, killing within seconds instead of minutes. Due to this adaptation, they have a hard time killing crearures such as rabbits, as their huge teeth get in the way, so they mainly focus on large animals. Their heads are robust, with a short broad muzzle. The have deep (meaning tall) and widely arched check bones, a prominent sagittal crest (a bone on top of the skull as an attachment point for a muscle devoted to chewing), and a slightly convex frontal region (the bone on your skull that is located on your forehead


According to the elves, the great saber tooths' ancestors became extinct around 700,000 years ago, however long that may be compared to the human calendar, which is roughly when modern great sabers appeared on the scene. They often came into clashes with the humanoids for the same resources, food, water, and shelter. The sabers saw them as nuisances and the humanoids, except the elves, saw them as destructive carnovores and sought to wipe them out, influencing modern sabers' distrust of humanoids. These clashes are most of what humans remember of great sabers, which is in fact far from the truth. Not to say such violence was entirely the humans' fault. One of the most famous great sabers is Kabalu, who had his family lost at a young age and his eye burned at around the same time. After that, he was orphaned, in the cold taiga forest of Katun, and swore bloody vengeance on the world. He went on a personal crusade against the settlers and killed any saber who stood in his way. Some say he killed 400,000, while others say he killed more; either way, after he was through and Katun was abandoned, he disappeared, even sabers unsure of what happened to him. Regardless, most history between humanoids and great saber tooths has been unpleasant and their self imposed isolation has made mending those bonds different.


Smilodons.jpg-A Kan looking over his pride, made by Kydo (talk)

Great Saber Tooths live almost entirely in remote areas, nearly inaccessible to humanoids. These include ancient forest, freezing steppes/tundra, and some of the highest mountains. The actual society is influenced by the subrace, but even then is variable. Some stalk the wilds alone, relying on themselves and few others, while others live in large clans or prides, with up to 50 or more adults and one, usually male, leader.

These tribes are not as similar to lion prides as one might think. Though exceptions do exist, most have as many male as they do females, usually with four to five cubs for every mated pair. That said, the pride leader, who is called the Kan(pronunciation:Kahn) or Kana for females, usually as multiple litters of cubs, usually three or two, to ensure their bloodline. The Kan is chosen based on if the previous Kan chooses an heir among his cubs, or a contest if he did not. The contest, called the *H rég-súl meaning "King's bout, a series of physical challenges, mind numbing puzzles, and hunting or war games, ending in a tournament in which the winner is crowned Kan. The challenges before the tournament are to test the combatants' skills, talents, and mind. The tournament battles are always one on one bouts, in which the fighters can use what ever tactics they choose, so long as they do not use magic, which results in disqualification, or intentionally kill the opponent, which results in banishment from the tribe even outside of the tournament (unintentionally killing them results in a disqualification, as accidentally killing you subjects isn't a very good trait to have as a leader). The Kan must be generous and forgiving, but also stern and vigilant. They have to know when to smite the wicked and when to let it slide. However, should the opportunity arise, the Kan can and will be challenged be a rival for control. This results in a duel, based as much on strength and stamina as it is cunning and skill. The loser's fate depends on the circumstance. If a member of the pride wins, the leader often stays as a lesser male. If a cruel pride member or a nomad wins, the loser is most often ousted, or even kill, and the winner's next order of business is simple, kill or banish the young cubs to get the females ready to breed again (as with lions.)

Sabers that live alone or in small groups, meaning no more than 20 adults, are called nomads. These loners wander with the wilds doing their best to survive and tend to be less save on rules, though you still can't randomly kill each other. Those who travel completely alone sometimes go mad, and spend their free time plotting to take control of other nomads, or even prides. Nomads tend to be even more rugged looking then the prides, but ultimately, their still the same beings.

No matter if they're in a pride or not, great sabers tend to be spiritual animists and mystic totemists. Animists believe that everything, from the smallest pebble to the largest tree, has a spirit and great sabers live in awe and reverence of such forces. Shamans of tribes, called Kalokas(pronunciation:Ka-loo-kaa), often speak to these spirits through dreams and oracle bones, a menagerie of sacred bones which are burned in rituals, and the shaman makes predictions be reading the cracks in the bones. Totemism is belief in the kinship of a group of people with a common totem, and these totems are vary important to the sabers. What totems are to sabers, rather than a shrine or fetish, is a spirit's anchor to the physical world through which they can be not only contacted but summoned, which is incredibly rare as this only happens in times of dire need.

Great Saber Tooth Names[edit]

Great Saber Tooth’s generally have names of their language, which are generally either powerful or describe an aspect of the individual's personality or physical features. Sometimes they're named after an event that happened on or was in some way related to the birth, or, rarely, after a member of the family.

Male: Akadi(Bear Muscles), Abal(Nobel Coat), Bakiin(Sky Eyes), Batiin(Night Hunter), Magloth(Destined for Power), Grod(Great Will), Gar(Ruthless Stalker), Raja(Tiger Blood), Ka'zar(Great One Beast Call King), Zaku(Bastial Hunter), Brokonic(Thunder Fang)

Female: Abii(Beuatiful Eyes), Bakii(Forever a Cub), Fuchalä(Life Hunter) Liïlä(Piercing Stare), Sukalii(Reclusive Watcher), Kakulii(Motherly Warrior)

Great Saber Tooth Traits[edit]

Should you choose to assert yourself as king or queen of the beasts, these are the fallowing traits inherited by the genes of powerful saber-toothed cats!
Ability Score Increase. Your Strength score increases by 2 and your Dexterity and Wisdom scores increase by 1. Saber Tooths, not just Smilodon, are in general more robustly built then conical-toothed cats (all modern cats) and you most likely are no exception, although you might be the odd ball or the mutant "freak."
Age. Being cats, Great Saber Tooths don't live long, but for cats, they live relatively long lives. They mature at 10 and, generally, live a vary long 50 years in the wild. In cities or settlements, with magic, or with a certain amount of pampering or luck, they have been known to live an astounding 95 years.
Alignment. When the Great Sabers' ancestors gained sentience, the changes in personalities exploded, so their is some are as good as any paladin, while others are as evil as any demon. However, they are heavily rooted in their wild animal past, so most are either truly neutral or heavily rooted in the chaos. Lawful Individuals are almost always tamed and thus are incredibly rare.
Size. Great Saber Tooths are about as tall as a brown bear, reaching a height of 47 inches at the shoulder and weighing between 490 and 880 pounds. Your size is large.
Speed. Your base walking speed is 40 feet.
Darkvision. Being a cat, living in the darkness is second nature.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.
Claws. Due to a lack of thumbs, you cannot hold weapons or certain tools (except in your mouth, but without training, you'd have disadvantage). Instead, your body is your weapon. At the expense of an action, you can make a bite attack for 1d6 + your strength modifier of piercing damage. At level 10, this increases to 1d8 + strength and, at level 15, 1d10 + strength. Or A Claw attack for 1d4 +Strength modifier
Languages. You can speak and read in Common and your kind's language. When spoken between Sabers, and other members of the Felidae family (which basically includes all cats big or small), civits, and hyenas. In addition, using body language, you can convey simple ideas, such as emotion or intent, to creature not closely related to cats, dogs, bears, pigs, and so on. However, translated into words, the language has many harsh, gruff, hard consonants, and yet is elegant in way, sort of like Proto-Indo-European (to learn how that sounds, I'd check this out or look it up on YouTube). The script used when writing out the language, depends on the language of the writer, since great sabers have little in the way of writing or literature. Due to your lack of opposable thumbs, you cannot write; and to those who try to use their mouth, you can try but that's a broken or swallowed pencil.
Subrace. You have the option of choosing between these subraces: Ennedi, Shikaaree, K'ratii, or Ghwerā


Lurking in deep wet jungles or dark murky swamps, Ennedi are a rare species of great saber tooth that, like tigers, love taking a dip. Their fur is oily, long and wiry and comes in red or brown with white markings from the leopard-like rosettes to the more common, for this species, stripes coming down from their back. They tend to have smaller manes, as long hair is not very hydrodynamic.

Ability Score Increase. Your Dexterity increases by 1, as does your Constitution.
Water Cat. Your at home in the water. Your swim speed is the same as your walk speed and you can hold your breath for half your level+Constitution+proficiency of minutes. In addition, you have advantage on all Dexterity saving throws in water. (Must be deep enough to swim in or it doesn't count)
Wetland Nature. Due to your home generally having murky waters, who knows what you've been swimming in? Your strong immune system and oily coat protect you from outside threats like poison or disease (though it doesn't speak high volumes of your smell). You have resistance to poison damage and advantage on saving throws against poison.


Under the cover of darkness, is the time of the Shikaaree. The Shikaaree inhabit anywhere from thick jungles to temperate forest, as long as it is warm and the trees can support their weight. To lessen the load, the Shikaaree's ancestors started becoming smaller, to compensate for lugging their compact bodies into a tree, and they now weigh between 121 to 220 pounds and have smaller manes so they don't get stuck on branches. Their fur tends to match their surroundings and nocturnal behavior, tending to vary dark browns, and the occasional black.They also tend to be more nimble than traditional sabers, as the spend 70% of their time resting and 30% of their hunting time in the trees

Ability Score Increase. Your Dexterity and Wisdom increases by 1.
Greater Darkvision. Your eyes are even more adapted to the dark then other sabers. You can see up to 90ft in dim light, as if it were bright, and in darkness as if it were dim light. You cannot discern colors in the dark, only various shades of grey.
Night Prowler. The night is your playground, and you love to play. You have advantage on all Dexterity(Stealth) checks at night, or in a place of equal lack of light. However, this ability extends, to a certain degree, to your every day demeanor. When the target is unaware of your presence or at a lower vertical range then you, you have advantage to hit and add your proficiency to the damage, as the attack is calculated as opposed to in direct combat.
High Ground. You have advantage on any Strength(Athletics) checks based on climbing. In addition, you have advantage on Dexterity(Stealth) checks when above ground and concealed by something, such as a canopy in the trees.
What About Size. To compensate for being tree climbers, your smaller then traditional sabers. Your size is now Medium.


Big and bold, the K'ratii are what most people would think of as a taditional great saber tooth. These fierce cats generally live in cooler, but still temperate, regions, such as great taiga forest, leaf littered woodlands, or sprawling steppes.

Ability Score Increase. Your Strength and Wisdom increases by 1.
Walk Among the Woods. Choose on of these environments(forest, arctic, mountains, or grasslands). Gain the benefits of a rangers favorite terrain.
Menacing. You gain proficiency in the Intimidation skill, regardless of class.
Pack Tactics. You have advantage on attack rolls if within 20ft of at least one of your still conscious, i.e. not incapacitated.


The Ghwerā are massive arctic hunters, often dominating the tundra/Steppe environments they enhabit. Their fur is long, and often a creamy yellow, like a polar bear's fur, only appearing white from a distance. They tend to be even larger then normal sabers, being anywhere between 550 to 1086 pounds, and are thus less dexterous then smaller sabers.

Ability Score Increase. Your Strength increases by 1, as does your Constitution.
Step of the Steppe. You are used to cold environments. You have advantage on any intelligence(Nature) skill checks surrounding cold environments and any Stength and Dexterity saving throws made in a cold climate. In addition, you have resistance to cold damage and advantage to saving throws against cold damage.
Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
Compact. You have disadvantage on Dexterity(Acrobatics) checks and any Strength(Athletics) checks based on climbing. Otherwise you have advantage on Strength(Athletics) checks, and you count as half a size larger when determining what you can push, lift, or pull.

Random Height and Weight[edit]

3′ 9″ +1d6 245lbs lb. × (1d10) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

Suggested Characteristics[edit]

When creating a Great Saber Tooth character, you can use the following table) of traits, ideals, bonds and flaws to help flesh out your character. Use these table in addition to or in place of your background's characteristics.

d8 Personality Trait
1 I would rather be at the bottom of a well, than on a leash.
2 No one can deny, I love my meats.
3 It never ceases to amaze me how pity civilized folks' problems are.
d6 Ideal
1 Nature-The wild shaped us all at some point. We would do well to respect it. (Any)
2 Wild-There is a beast inside all of us, we would do well to respect it. (Chaotic)
3 Tamed-Civilization actually isn't half bad. Maybe we would be better off if we quell the beast inside. (Lawful)
4 Hunter-Humanoids, so weak, so pity. The question is, do I conquer them or maim them? (Evil)
d6 Bonds
1 My pride is my strength, and I will do anything to protect them.
2 Nature is my castle, and those you besiege it are my foes.
d6 Flaw
1 I hate water. (Ennedi never have this flaw)
2 If it's canine, I don't want to be near it.
3 Humanoids are pity and pathetic. Why should I care if I make them angry.


Class Features

As a Primal Hunter you gain the following class features.

Hit Points

Hit Dice: 1d10 per Primal Hunter level
Hit Points at 1st Level: 1d10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Primal Hunter level after 1st


Armor: Light armor & medium armor
Weapons: none
Tools: None
Saving Throws: Strength,Constitution
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival


You start with the following equipment, in addition to the equipment granted by your background:

  • (a) {{{item1a}}} or (b) {{{item1b}}}

Table: The Primal Hunter

Level Proficiency
Features Rages Rage Damage
1st +2 Rage,Unarmored Defense 2 +2
2nd +2 Wild Beast,All Fours 2 +2
3rd +2 Feline Ferocity 3 +2
4th +2 Ability Score Improvement 3 +2
5th +3 Pounce,Ripper 3 +2
6th +3 All Fours Improvement 4 +2
7th +3 Wild Beast Improvement 4 +2
8th +3 Ability Score Improvement, Unarmored Defense Improvement 4 +2
9th +4 Predator 4 +3
10th +4 All Fours Improvement,Ripper Improvement 4 +3
11th +4 Pounce Improvement 4 +3
12th +4 Ability Score Improvement, Wild Beast Improvement 5 +3
13th +5 5 +3
14th +5 All Fours Improvement 5 +3
15th +5 Ripper Improvement 5 +3
16th +5 Ability Score Improvement 5 +4
17th +6 Pounce Improvement 6 +4
18th +6 All Fours Improvement,Wild Beast Improvement 6 +4
19th +6 Ability Score Improvement 6 +4
20th +6 Ripper Improvement Unlimited +4


In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren't wearing heavy armor:

 ;You have advantage on Strength checks and Strength saving throws. 
 ;When you make a melee attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a 
  barbarian, as shown in the Rage Damage column of the Barbarian table. 
 ;You have resistance to bludgeoning, piercing, and slashing damage. 

If you are able to cast spells, you can't cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.

Unarmored Defense[edit]

While you are not wearing any armor, your Armor Class equals 12 + your Strength modifier + your Constitution modifier.

At the 8th level your Armor class increases to, 13 + your Strength modifier + your Constitution modifier.

Wild Beast[edit]

Being a Primal Hunter, you have proficiency in the Nature skill, and have advantage on any Intelligence (Nature) checks specifically centered on some sort of animal (must be of the Beast category or this doesn't apply).

As you become a more efficient tracker you will start to favor a seiten type of creature. At the 7th, 12th and 18th level, you may pick one additional creature to track. (category doesn't matter, but it must be something you've tracked before)

All Fours[edit]

As a Primal Hunter, you can leap great distances and twist around the battlefield. Starting at the 2nd level, you are able to leap 10 feet forward, from a standing long jump, and 20 feet forward, when running. If wearing heavy or medium armor or carrying something cumbersome on your back, the distance is reduced by 5 feet standing jump and 10 feet running jump.

In addition, you have advantage on dexterity checks and saves against being knocked prone.

Starting at the 6th level, you are able to leap 15 feet forward, from a standing long jump, and 25 feet forward, when running. This ability continues to increases by 5 feet at 10th, 14th and 18th.

Feline Ferocity[edit]

You are practically the embodiment of nature's power. You gain proficiency in the Athletics skill.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.


Starting at the 5th level, as a attack action you can pounce on your target. You leap 10 feet in front of you toward a creature and then roll to hit.(Increasing y 5 feet at the 11th and 17th level.) On a successful pounce, the target must succeed on a Strength saving throw (DC=10+strength mod+ proficiency), or be knocked prone. For small creatures, they must succeed a Dex save first (DC= Dex mod+ proficiency, halved), upon failure, roll a Strength saving throw(DC=10+strength mod+ proficiency) with disadvantage.

If the target is knocked prone, you can make one bite attack against it as a bonus action.


Starting at the 5th level, as a bonus action, you can make one, claw attack for 1d6+your strength modifier of slashing damage. In addition, your teeth and claws count as finesse and you have advantage to bite your target, if the target is prone or unaware of your presence.


Your long forelimbs also are good for pulling prey to the ground. Starting at the 9th level, you have advantage on and against grapple checks (unless you already have advantage then double proficiency in grappling).

;If a large creature fails the save, they are grappled and have disadvantage on attack rolls and Dexterity ability checks. 
;If a medium or smaller creature fails, the are, not only grappled, but are additionally knocked prone. 

(Note: inability to grab does not affect telekinesis or spell casting in any way)


Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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