Leonin

* Ability Scores: +2 and a +1
* Size: Medium
* Languages: You can speak Common and Leonin
* Speed: 35ft
* Claws: Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

### Subraces

**Tabaxi**

* Feline Agility: Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

**True Leonin**

* Daunting Roar: As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 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 8 + your proficiency bonus + your Constitution modifier. Once you use this trait, you can't use it again until you finish a short or long rest.

### Feat List

Darkvision [1]

* Prerequisites: None
* 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.

Hunters Instincts [1]

* Prerequisites: None
* You gain proficiency in 2 of the following skills: Athletics, Intimidation, Perception or Survival.

Cat's Talents [1]

* Prerequisites: None
* You gain proficiency in Stealth and Sleight of Hand.

Climbing Claws [1]

* Prerequisites: None
* You gain climbing speed equal to your walking speed.

Feline Friendship [1]

* Prerequisites: None
* You can cast "Animal Friendship" an unlimited amount of times, but you can only target Felines with this trait.

Feline Firmiliar [1]

* Prerequisites: None
* You can now cast "Find Firmiliar" once per long rest for free, the firmiliar must be a "Cat.", see "Monster Manual".

Bite [1]

* Prerequisites: None
* You gain a "Bite" feature. Your Bite is a natural weapon. If you hit with it, you deal piercing damage equal to 1d10 + your Strength modifier.

Pounce [5]

* Prerequisites: None
* If you move in a straight line 10ft before making an melee attack roll, your enemy must make a Str Save VS your Strength, on fail they are knocked prone.

Fiercity [5]

* Prerequisites: None
* When you make a weapon attack, you can make a claw attack as a bonus action.

Enhanced Claws [9]

* Prerequisites: None
* Your "Claw" feature, now deals 2d6 Slashing damage.

Enhanced Bite [9]

* Prerequisites: None
* When you deal damage using your "Bite" feature and you are below half health, regain half the damage done in health.

Blood Frenzy [13]

* Prerequisites: None
* After reducing a creature to 0 hitpoints, roll a 1d10+Con, you gain that many temp hitpoints.

King of the Jungle [17]

* Prerequisites: None
* As an action, you can give yourself and all allies within 30ft advantage on their attacks rolls, this feature last until the end of your next turn, or until your reduced to 0 hitpoints.

### Tabaxi

Quick Catch [1]

* Prerequisites: Tabaxi
* You have resistance to damage taken from falling.

Fast Step [1]

* Prerequisites: Tabaxi
* You can now disengage as a bonus action.

### True Leonin

Improved Daunting Roar [5]

* Prerequisites: Leonin
* The range of your Daunting Roar is increased to 30ft, additionally enemies who fail the save take 2d8 Psychic Damage, On success they take half.

Blood Chilling Road [9]

* Prerequisites: Leonin
* When you use your Daunting Roar feature, if a creature fails the DC by 5 or more, they gain the Paralyzed Condition.