


Leonin are a proud and powerful race, their forms resembling great lions who walk upright. Standing tall with flowing manes and piercing eyes that glint with a fierce wisdom, they roam the open plains and rugged mountains of their homeland. Each leonin carries a natural grace, moving with both the strength of a predator and the poise of a warrior. Their roars echo across the land, a sound that strikes fear into their enemies and stirs the hearts of their allies. Independence runs in their blood, and they are not easily swayed by the promises or threats of others.
Among the leonin, honor is as sharp as their claws, and they hold deeply to their own sense of justice. They live by a code that prizes strength, freedom, and loyalty to their kin. Yet, for all their pride, leonin do not rush blindly into conflict; they are cautious observers of the world around them, wary of the whims of gods and mortals alike. While some may see them as aloof or distant, the leonin are deeply connected to their ancestral lands and traditions, valuing the freedom to choose their own path above all else. They are a force to be reckoned with, their presence alone commanding respect.

Leonin Traits
Age. Leonin mature and age at about the same rate as humans.
Size. Leonin are typically over 6 feet tall, with some standing over 7 feet. Your size is Medium.
Speed. You have a base walking speed of 35 ft.
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.
Bite. You have a fanged maw that you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.
Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Natural Predator. If you successfully hit a target with your claws, you can use a bonus action to attack the same target with your bite.
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.
Lionhearted. You have advantage on saving throws against being frightened.
