Leonin Variant (5e Race)

From D&D Wiki

Jump to: navigation, search

Leonin Variant[edit]

The leonin guard the shining lands of Oreskos, a golden plain where even the gods rarely trespass. Prides of these nomadic, lion-like humanoids rarely interact with other peoples, having all they need in their shimmering homeland and knowing the treachery of strangers. Still, some leonin wonder what lies beyond Oreskos’s border mountains and seek to test themselves in a wider world.

Physical Description[edit]


Unlike tabaxi that get a generic “cat” description to work from, Leonin are very definitively lions. Leonin are muscular, covered in fur, stand 6 to 7 feet tall, have feline tails, and their heads look damn near identical to those of lions. I’m afraid to say this doesn’t give a whole lot of wiggle room beyond “lion man” as a description. You can play around with their fur color to an extent, mostly they have the tawny or golden fur, and rarely they have dark brown, black, or even white fur. You can also shift the color for the mane (for male Leonin anyway).


Leonin prides are close-knit communities within Theros, isolated in their “blasphemy”. Unlike every other civilization on Theros the Leonin have rejected the gods. They don’t deny their existence (it’s quite difficult to ignore the deities when their titanic forms stroll past) but rather they denounce them as unworthy of worship. While there is an odd devout Leonin (usually to Nylea or Heliod) most regard them at best as a nuisance and at worst as the cause for all mortal woes. Leonin are prideful and self-reliant, and most have no need of gods to coddle them. In the ancient past they served the archons (a service that still leaves a bitter taste among the other races) and they do not intend to make the same mistake twice.


Leonin have a matriarchal society, and each pride is led by an elder female called a “speaker”. Most female Leonin will stay within the pride they were born into, while the males will wander and marry into other prides. Most Leonin live among the plains of Oreskos, an area of great golden fields and savannas nestled in between the foothills of the Katachthon and the Oraniad Mountains. Most prides live in either tent villages or dens dug into the foothills. While this may sound primitive, the Leonin are no savages and their homes are often decorated with woven textiles, bone sculpture, and intricate pottery.

Leonin Names[edit]

Each Leonin has a personal name followed by the name of their pride and usually includes the preposition “of the”. For example, a member of the Ironmane pride named Doxia would introduce herself as “Doxia of the Ironmane”.

Male: Apto, Athoz, Baragon, Bryguz, Eremoz, Gorioz, Grexes, Oriz, Pyxathor, Teoz, Xemnon, Xior

Female: Aletha, Atagone, Demne, Doxia, Ecate, Eriz, Gragonde, Iadma, Koila, Oramne, Seza, Ziore

Leonin Variant Traits[edit]

Prideful and Ferocious beasts who are excellent trackers, nothing escapes your clutches.
Ability Score Increase. Your Strength score increases by 2 and your Charisma score increases by 1.
Age. Leonin mature and age at about the same rate as humans.
Alignment. Leonin value order and honor above all things, tending towards law. Lionfolk have a strong disposition towards good, but when pushed to follow the rules or follow their heart, many will choose the former.
Size. Leonin are typically over 6 feet tall, with some standing over 7 feet. Your size is Medium.
Speed. Your base walking speed is 35 feet.
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.
Claws. Your claws are natural and powerful weapons, which give you advantage on Grappling opponents. On a successful Grapple, you can unsheathe your claws to deal slashing damage equal to 1d6 + your Strength modifier.
Daunting Roar. As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 20 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 10 + your proficiency bonus + your Charisma modifier. Once you use this trait, you can’t use it again until you finish a short or long rest.
Hunter's Instinct. You have Advantage against being Frightened. You also gain two of the following skills of your choice: Athletics, Intimidation, Stealth, Perception, or Survival.
Keen Smell. You gain Advantage on Perception and Investigation due to your apex sense of smell.
Languages. You can speak, read, and write Common and Leonin.

(one vote)

Back to Main Page5e HomebrewRaces

Home of user-generated,
homebrew pages!