The Catkin (5e Race)
From D&D Wiki
The Catkin are the natural enemies of the Barken. While Barken tend to be lawful good, Catkin are the ones who tend towards evil when it springs up, but many have stepped up and become heroes before. They are extremely agile, but weak when it comes to constitution generally, and love hunting. They are distrusting, but fiercely loyal when it comes to it, and will fight for their few allies.
Unlike Barken, after the Great Fall, the Cats remained completely independent of each other, not making any clans or tribes. So, many different colors still exist within their gene pool, although red or orange Catkin have become rare. They have acute eyes and ears, and thick pads on their feet just like Barken. Their eyes are mostly brown, but even rarer have green.
Catkin, unlike the Barken, have had an absolutely massive impact on history. Their cunning makes them natural leaders, so many rebellions have been started by this race. Once, the rule of the Lionhearts, the latest rulers of Mammalia, was challenged by a devious Catkin of the Swiftpaws, which was slowly stamped out, and the Swiftpaws have been trying to redeem themselves for generations. Like the other races, one of them, Luna, used her daggers of the moon to save Mammalia from the monkeys. These daggers now reside somewhere in the black market, as per the will of Luna.
Like mentioned earlier, Catkin don't tend to form clans, and their society reflects this. Fathers tend to abandon mates, and after about seven or so years, Mothers abandon children. Siblings then split up, except for rare circumstances where they stick together. Catkin are then forced to find their own way in the world, and the cycle continues. New ideas as times change mean that some mothers have stopped abandoning children, but this is frowned upon by most Catkin, as the lack of coddling is seen to build strength.
Like Barken, names come from the ancient strips of cloth known as collars, ancient relics from the people who lived there. Luna has become a great name due to its legacy, and is only given to the quickest and most agile Catkin.
Male: Oliver, Max, Charlie, Jack, Leo, Milo, Tiger, Smokey, Buddy, Sammy
Female: Charlie, Bella, Lily, Lucy, Nala, Kitty, Chloe, Stella, Zoe, Lola
Ability Score Increase. Your Dexterity score increases by 2 and your Charisma score increases by 1.
Age. Catkin mature at about ten years old, and die at about seventy or eighty.
Alignment. Catkin are almost always chaotic, but their alignment other than that depends on their birth and childhood.
Size. Catkin vary widely in height and build, from barely 5 feet to well over 6 feet tall. Your size is Medium.
Speed. Your base walking speed is fifty feet.
Always land on their Feet.. Catkin have advantage of being knocked prone, resistance to fall damage, and advantage on dex saves.
Darkvision. Being cat-like, Catkin have darkvision for 30 feet.
Languages. You can speak, read, and write Common and Catkin.
Random Height and Weight
Catkin have similar heights and weights to high elves, as seen in the player's handbook. }}