Panthera (5e Race)
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|“||The jungles and tropics are our land, and we yielded it to none... until the bad times came.||”|
Panthera are a race of cat-like humanoids that occupy mainly the arid areas of the world. However, there are two main subraces due to the split in climate where they are found in the Dalelands. Those who live in the desert have sandy fur usually, and have bulky built bodies. The subrace which lives in the higher plateaus occupies the mountains and high forest nearby. They have black fur usually, but some also have grey fur to resemble mountain lions. Panthera usually dress in flowy, loose garments. The desert subrace prefers plainer color clothing where the high plateau use more colorful threads.
The panthera were formerly a nomadic race which eventually settled down in the Dalelands of north Faerun. It is believed their ancestors were ousted from their original steamy jungles due to strife. They settled originally in the great desert of Anauroch. However, as a result of the patrolling of the Zhentarim putting pressure on them, the race split in a bid to survive. Those who left the desert moved to settle in the nearby Desertmouth Mountains and surrounding woods. They have grown now for centuries without much more interaction and only the oldest generations recall them to be one cohesive race.
One thing that connects the two subraces still is their religion, which centers around feline mixed gods.
- Pharoah: 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.
The panthera are a primarily tribal race. They prize individual judgment but come together during tough times. The areas they inhabit are often touched upon by many other races due to their proximity to oases along the Black Road. In the mountains, they trade with dwarves, as their dyed cloths woven from their spare hairs sell for a good price. They live more austere and isolated lives centered around self-deprivation and meditation. The desert subrace often finds themselves amid conflict and thus became warlike to combat threats from the Zhentarim garrison and the belligerent Bedine tribes. They train thus in weaponry to fend against others and tend to be distrustful of strangers.
Panthera names are two-fold like that of humans, taking the family name as their surname. The family name is one of the main ways they identify each other within a tribe.
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 living out near the arid lands of northern Faerun
Ability Score Increase. Either your Dexterity or Constitution increases by 1.
Age. Panthera mature at the same rate as humans but live a few years lower.
Alignment. Panthera tend toward no particular alignment. The best and the worst are found among them.
Size. Desert panthera are somewhat taller than their high plateau counterparts, and weight more. Your size is Medium.
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.
Cat-Like Reflex. You have an ancestry that used to live in trees. As such you have innate reflex to protect from a fall. You take no damage falling from heights of 60 feet or less, and you always land on your feet.
Feline Grace. All panthera move fairly well and quietly due to their padded feet and lithe bodies. You are proficient in one Dexterity skill of your choice.
Languages. You can speak, read, and write Common.
Subrace. Choose either the desert or high plateau subrace.
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. Coupled with their developed skills as warriors, they make deadly foes in the sands.
Ability Score Increase. Your Strength score increases by 2.
Sand Dasher. Living in the desert makes you used to sand in more ways than one. You do not consider sandy environments difficult terrain. Additionally, you have advantage in saving throws against being blinded.
Warrior Training. You are proficient in spears, scimitars, and daggers.
High Plateau Panthera
Living in the high plateaus means having stellar senses of balance. These panthera have that as well as an enhanced sense of spirituality due to scarcity in their environment.
Ability Score Increase. Your Wisdom score increases by 2.
Claws. Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.
Inner Calm. You have an enhanced inner sense due to prayer and a monastic lifestyle. You have advantage in saving throws against being frightened.
Random Height and Weight
|5′ 6''||+2d8||140 lb.||× (1d8) lb.|
*Height = base height + height modifier