Panthera (5e Race)
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Desert Panthers: These panthers are light and less tall, adapted to the warm weather. Its fur is short and yellowish. These felines are most curious and fast learning, so they usually have a mentor or belong to an institute that forms them with a solid base of knowledge.
High Plateau Panthers: These panthers are taller and more robust, adapted to the cold and arid climate. They have large tusks that protrude to the sides of their mouth, covered by a sack of skin. They have a dense and scratched fur that mimics the snow or the cobbled slopes, according to the region.
For hundreds of years, the panthers have formed their own empire, from the high summits where the rivers that irrigate their desert are born, to the coasts where they empty and dock hundreds of ships with products from all over the continent. Venerate the sun and the moons, believe that his pharaoh is the avatar of the sun god himself, and that his body must be mummified to guarantee his ascent to the stars, along with his hundreds of predecessors.
The Feline Pantheon:
Pharaoh: avatar of the sun on earth, father of all other gods, lord of light and time. It is in charge of protecting the correct balance of the world and the flow of life.
Íxis: the greater moon, couple of the sun and mother of Meremet, Sanset and Masemet.
Psichia: the minor moon, couple of the sun and mother of Sirshá, Horkshá and Mitmishá.
Meremet: god of water, seas and rivers, pattern farmers and sailors. It is represented as a feline with a crocodile's head.
Sanset: god of commerce and balance, patron of merchants and Judges. It is represented as a feline with a antelope's head.
Masemet: god of putrefaction, diseases and plagues, patron of doctors and embalmers. It is represented as a feline with a vulture's head.
Sirshá: god of death and resurrection. Guardian of souls and mummies, patron of pregnant women and the elderly. It is represented as a feline with a hyena's head.
Horkshá: god of metal and combat, pattern of blacksmiths and warriors. It is represented as a feline with a carnivorous beetle's head.
Mitmishá: god of rocks, buildings and precious stones, patron of masons, jewelers and sculptors. It is represented as a feline with a snake's head.
Male: Abubakar, Adom, Akiki, Bakari, Banti, Shigaru, Ebo, Edfu, Hanbal, Hanif, Hasani, Ishaak, Issar, Kafele, Kamuzu, Madu, Nassor, Nunkulu, Onuris, Osaze.
Female:Anat, Amet, Bastet, Hetet, Kebal, Maat, Metut, Mot, Naet, Nekbet, Neftis, Nut, Renenet, Tueris, Uhadit, Xirba, Xabmet.
Family Names: Aban-Dit, Abdul-Raman , Axís-Rakel, Basir-Zamset, Kermel-Massa, Nasser-Met, Sada-At, Tunkule-Elté, Lalbai-Maset, Tej-Al, Xangal-Teet.
Race of humanoid felines, ruled by a pharaoh, from the desert to the high peaks
Ability Score Increase.
Age. Panthers mature at the same rate as humans but live a few years lower.
Alignment. Panthers tend toward no particular alignment. The best and the worst are found among them.
Speed. Your base walking speed is 30 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.
Padded feet. Your padded feet allow you to take advantage of Stealth checks while bouncing barefoot and do not carry heavy armor.
Carnivorous. Due to their mainly carnivorous diet, panthers must ingest meat regularly or suffer malnutrition within a couple of weeks. In turn, they have an advantage in Constitution check against diseases when ingesting raw or spoiled meat.
Roar. Panthers can use their roar to gain advantage on Intimidation checks, this can only be used once before needing to take a short or long rest.
At 5th level you become able to use your roar in combat to impose the frightened condition. This can be resisted with a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) if they surpass it, will be immune to the roar for the next 24 hours. This can only be used once before needing to take a short or long rest.
Claws and bite.. You can use your action to make an attack with your claws or bite. In both cases the damage is 1d4 and the modifier is Dexterity for the claws and Strength for the bite.
Keen Smell.. The Panther has advantage on Perception checks that rely on smell.
Languages. You can speak, read, and write Common and Panther.
Subrace. There is two subraces of panthers: The Desert Panthers and High Plateau Panthers.
A native of the desert, with a short and yellowish coat, of thin and flexible physique. Due to their innate curiosity they usually learn quickly and have a good knowledge base.
Ability Score Increase. Your Dexterity score increases by 2 and your Wisdom by 1.
Acrobatic fall.. They are agile and light, which allows them to not receive damage in falls of less than 15 feet, and has resistance to damage from major falls, as long as it can land on foot and does not carry heavy armor or heavy weapons.
High Plateau Panthers
A native from the high plateaus, they have a dense and mottled coat besides somes of white fur. They are more tougher and used to cold and dry weather.
Ability Score Increase. Your Strength score increases by 2 and your Constitution by 1.
Big tusks. For their long fangs, the high plateau panthers use 1d6 for the bit damage rolls.
Suffocate. If the panther manages to grape to the neck of a small or medium creature, he can constrict their throat with their long fangs, making only one d6 + Strength of piercing damage during the struggle. The prey will become dimmer after 2 rounds taking disadvantage in all the checks and saving throws. After 3 rounds it will become unconscious. The prey can use its action to realize a check of Strength ageist yours every turn, until it becomes unconscious.
Random Height and Weight
|5′ 6″||+1d6||130 lb.||× (2d6) lb.|
*Height = base height + height modifier
|6′ 7″||+1d6||170 lb.||× (2d8) lb.|
*Height = base height + height modifier