Yata (5e Race)
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Yata appear to be an ordinary house cat on the surface, except that they have two distinct patterns on their pelts, and they're much more intelligent than ordinary cats. Sometimes owners don't even realize that their pet is actually a yata. Each yata's pelt determines it's specialty.
Yata are cats who have lived and evolved with magical creatures over thousands of years. They typically become pets to a wide range of magicians, gnomes, and druids; very few yata roam free in the wild. Due to their magical background, they are both much more intelligent than the ordinary cat, and they possess magical talents too.
Though they prefer the company of magical beings, they aren't necessarily unfriendly to those who aren't. They tend to live peaceful lives with the support of a master or owner. Above all other creatures, yatas are most friendly with other yatas. As such they can often can be found in pairs or groups.
Yata names They often take the names given to them by their family unless they see it as insulting. Even then, some Yata are tricksters themselves and love these awful naming ideas. Yata will only change their names if they feel that it is insulting or the master that gave them that name was awful towards them. They take great pride in their name since more often than not it was lovingly given to them.
Male Names: Oliver, Max, Leo, Tiger, Smokey, Shadow
Female Names: Bella, Chloe, Lucy, Luna, Princess, Angel
Insulting/Fun Names: Smelly, Fatty, Lucifurr, Whispurr, Dog the Cat, The Princess Sofia Bean the Third Esq
Yata are intelligent cats that can perform magic.
Ability Score Increase. Your Dexterity score increases by 2.
Age. Yata normally live between 40-50 years, but some have lived to be as old as 75.
Alignment. Yata are typically neutral, though some have grown evil due to abusive masters.
Size. You are roughly 1 foot tall. Your size tiny.
Speed. Your base walking speed is 30 feet. You also have a base climbing speed of 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's Grace. You take no damage from falling 20 feet or less, unless you are incapacitated. Your climbing speed is equal to your walking speed, you can use your Dexterity for jumping, and you are also gain proficiency in the Acrobatics skill. Additionally, you can move through an area that holds a creature who's size is larger than yours as long as you don't end your turn under them.
Claw. Your unarmed strikes deal 1d4 slashing damage. This is considered a finesse weapon.
Yata Magic. If a spell requires either Verbal or Somatic components, you may remove one. You also gain the mage hand cantrip.
Mask of the wild. You can attempt to hide even when you are only lightly obscured by foliage or anything larger than you.
Languages. You can speak and read Common and Feline (Cat's language).
Subrace. A Yata's Pelt determines its specialty.
Not necessarily a black cat, black pelt can also include Yata that have had hard lives, living in sewers or alleyways and getting covered in all sorts of muck. Due to this mistreatment and the Yata's innate magic potential, the muck seems to stay even after many many baths
Ability Score Increase. Your Dexterity score increases by 1.
Dark Cloak. You have proficiency in the Stealth skill.
Vicious Claws. Your unarmed strike now deals 1d6 slashing damage. You can also, once per day, cause one attack you make to be at advantage.
Yata of this subrace have a special knack for the magical abilities that they were born with. They were not born with their full magic potential, but these Yata can tell that they are destined for greater magic purposes.
Ability Score Increase. One of scores for the following abilities are increased by 1: Charisma, Intelligence, or Wisdom.
Improved Yata Magic. You know the chill touch cantrip. Beginning at 3rd level, you can cast unseen servant once without expending a spell slot or material components. Beginning at the 5th level, you can cast counterspell once without expending a spell slot or material components. Use of this trait is regained after completing a long rest.
Ritual Casting. You can cast a spell as a ritual if that spell has the ritual tag. You don't need to have the spell prepared, you only have to know it. You can only do this if your class has access to spells.
Random Height and Weight
|0′ 6″||+1d6||6 lb.||× (1d4) lb.|
*Height = base height + height modifier