Catkin (5e Race)
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"Inquisitive small felines, full of energy and pride."
Catkin are small humanoid felines. Their most distinguishing feature is their fur, which changes depending on their sub-race. In cold climates, most Catkin have white, long, luscious coats that molts in summer, and gives them insulation from the cold, as well as camouflage against the winter snow. Catkin from temperate climates have shorter fur that tends to be brown and black, with strong tabby markings to aid with camouflage in the wild. However, many notable catkin have coats of other colors, especially urban catkin who have are of mixed heritage. Catkin usually don't wear clothes, but they do wear armor, provided it doesn't restrict them too much.
The first catkin came from the plains, creating hunter gatherer tribes that wandered the grasslands. While some stayed true to their roots and live on the plains to this day, others pushed father north into colder and more mountainous regions where the food may have been less abundant, but the threat of carnivores was reduced as the difficult terrain gave an advantage to the more agile and coordinated catkin. As their population increased, some broke off from the clans to form caravans, trading with different races and eventually settling in urban environments, where their genial nature and quick paws made them quite useful in trade guilds... and in some less respectable professions.
Most Plains Catkin live in nomadic groups, closely adhering to the rules laid out by their societies. Plain Catkin are more of a collective society than the rest of their kind. Cubs are taken care of by the group. Food from hunts is shared. Even mating is rather loose, as to Plains Catkin the idea of marriage or unions does not exist. However, what personal items a Plains Catkin does have are sacred. Furs, bones, weapons, strange rocks, and useless junk are all collected by Plains Catkin as their personal treasures. Theft from another member of the tribe is a heinous crime in Plains Catkin society, and thieves are exiled at best and killed at worst.
Arctic Catkin are more individualistic. While their clan is ruled by a matriarch which sets down the ground rules, and have a strict caste system of hunters, scouts, and warriors most Catkin in a clan often work alone only returning to their clan to drop off what they hunted or to rest. This makes them less social than the rest of their kin, to the point where some Catkin joke "What is the difference between a White Fur (Arctic Catkin) and a statue? A statue doesn't walk away when you talk to it." When Arctic Catkin do make social connections though, whether it be a friend or a mate, they are loyal to a fault.
Urban Catkin are a mixed being, the most variant of the Catkin. These catkin either live in cities or on the roads between them, as loners or part of a caravan or community. The only common trait they share is their general friendliness... even if it's just to get at your purse.
Catkin get along with most other races. It is quite common to find catkin integrated into other societies, with various degrees of success. These catkin are usually raised by their family before apprenticing with someone else. Humans and Elves find their chutzpah amusing. Halflings and gnomes feel that they make good friends. Dwarves grumble about them, but keep inviting them over anyway. Half-Orcs like their physicality, and often adopt them as their furry little friends.
Catkin names generally are either common words, picked based on physical or personality traits, or typical Human names. It is common for Catkin to have multiple nicknames that they acquire over time and use in different settings. Catkin have no last names inherently, although those apprenticed may take the surnames of their instructor.
Names: Boots, Demon, Crescent, Growler, Hunter, Oranges, Mouser, Night, Racer, Biscuit, Jazz, Trivia, Jayden, Cotton, Robert, Lisa, etc.
Inquisitive small felines, full of energy and pride.
Ability Score Increase. Your Charisma score increases by 2.
Age. Though they live longer than their domesticated feline ancestors, Catkin nonetheless have shorter lifespans than most other races. They typically reach maturity at around 5 years and can live for 40-50 years.
Alignment. Can be of any alignment, although often are chaotic good.
Size. Typically 3'0"-5'0", 60-80 pounds. Your size is Small.
Speed. Your base walking speed is 25 feet.
Claws. You are proficient with your unarmed strikes which deal 1d4 slashing damage and are considered finesse weapons.
Darkvision. Catkin are adept at seeing in low light due to their feline physiology. 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 grey.
Soft Fall. You have resistance against falling damage, and always land on your feet.
Languages. Catkin can speak, read and write Common. They can also speak to other felines due to their ancestry.
Arctic Catkin are known for their survival skills and tracking. They are bulky with thick fur and big paws, and are generally not sociable. Their professions are usually of bodyguards or guides through cold or mountainous regions.
Ability Score Increase. Your Constitution score increases by 1.
Rural Living. Whenever you make an Wisdom (Survival) check made in cold or mountainous regions, you are considered proficient in the Survival skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Thick Coat. You’re acclimated to extreme cold, as described in chapter 5 of the Dungeon Master’s Guide.
Plains Catkin are known for their craftsmanship of arts, beads, pottery, and other artisan products as well as being able to muster sudden bursts of speed during a hunt. They are agile with thin fur. Their professions are usually of bandits, artists or hunters.
Ability Score Increase. Your Dexterity score increases by 1.
Burst of Speed. When you take the Dash action, you can move an additional 10 feet.
Fine Craftsmanship. You gain proficiency in an artisan tool set of your choice.
Urban Catkin are known for their level-headedness and keen minds. They are dexterous and patient, with fur that thickens or wanes based on their environment. Their professions are usually of scribes, minstrels or merchants.
Ability Score Increase. Your Wisdom score increases by 1.
Feline Intuition. Whenever you make an Wisdom (Insight) check made during commercial practices such as bartering or trading, you are considered proficient in the Insight skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Natural Thief. You are proficient in the Sleight of Hand skill.
Random Height and Weight
|Base Height||Height Modifier||Base Weight||Weight Modifier|
|3' 0"||+2d12||50 lb.||× 1 lb.|
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