Grimalkin Race (5e)
Grimalkin Race (5e)
The Grimalkin
Grimalkin
T
hese shapeshifters are creatures of
magic and mystery resembling
overgrown housecats with tufted
ears and large intelligent eyes.
Some say they originate from the
Feywild while others insist they
were created by a wizard in his
pursuit of the perfect familiar. Grimalkins
themselves insist they’re just cats of
exquisite talent. In any case, they’re
highly prized, and sometimes
revered, for their loyalty,
adaptability, and charm.
RACE | GRIMALKIN
1
Grimalkin Names Beastly. Because you’re technically a beast and have no
hands, you’re unable to wield weapons or wear shields, and
Grimalkins are given their names by their companions or you can't use items which require dextrous manipulation,
adopted families. A grimalkin won't name another of their including spellcasting foci, wands, tools, etc. You may wear
race because cats have no use for them. They may pick their armor, as long as it's customized to fit you. You're also unable
own for the sake of convenience, but this is rare. to physically speak any language that you know, instead
A grimalkin's given name is a source of pride, a token of relying on telepathy to communicate with other intelligent
affection. It will keep it close to its heart for as long as it lives, creatures.
with few exceptions. If the one who named it abandons, Telepathy. Your magical nature gives you the ability to
betrays, or abuses the grimalkin, it may discard it when it touch the minds of other creatures. You can communicate
flees the relationship and take on whatever new one its next telepathically with any creature within 30 feet of you that you
companion gives it. can see. You don't need to share a language with the creature
Male and female names are only as distinct from each other for it to understand your telepathic utterances, but the
as the one naming the grimalkin believes them to be, creature must be able to understand at least one language.
according to their own culture. This communication is one-way only, and so a creature that
you contact in this way can't reply telepathically unless it
Male Names: Tiger, Baxter, Noodle, Bramblepelt, Mischief, already has that ability.
Fletch, Kismet, Lazarus, Mooch, Velvet, Sterling, Mister Empathy. To augment your telepathic abilities, you’re also a
Sparky, Beans, Cricket, Grog, Sylvester, Dimmet, Skittles natural empath. You can detect the surface emotions of any
Female Names: Surma, Cathy, Nutmeg, Hurdy-Gurdy, Aggie, creature within 30 feet of you that you can see. You can sense
Selune, Marbles, Pandora, Sapphire, Jingle Bell, Summer, basic needs, drives, and emotions, but not specific thoughts or
Poppy, Pip-Squeak, Smudge, Willow, Stella, Babyface complicated ideas. You can also communicate this same
Grimalkin Traits information to others in the same manner as your telepathy.
Wild Shape. Starting at 2nd level, you can use your action
All grimalkins share the following racial traits, stemming from to magically assume the shape of a beast that you have seen
their common feline roots. before. You can use this ability once per short or long rest. To
Ability Score Increase. Your Dexterity score increases by determine the duration of each use and your limitations as to
1. which forms you can assume, refer to the druid class Wild
Age. Possibly due to their shapechanging abilities, Shape feature section in chapter 3 of the Player’s Handbook,
grimalkins have a natural lifespan four times longer than the using your total character level. When using this feature, you
mundane cats they resemble. If they manage to avoid still benefit from Feline Finesse and are still subject to your
premature death by misadventure or disease, grimalkins can Beastly limitations.
live as long as 60 years. As with any other race, you're unable to cast spells while
Alignment. By default, a grimalkin’s alignment is neutral, using Wild Shape until you gain the Beast Spells trait. You
but their personalities are malleable. They tend to take on the can get this trait from either reaching level 18 in the druid
alignment of their closest companions, which can also shift as class or taking a feat that allows it.
their relationships do. If a grimalkin had a particularly loving Subrace. There are four known subraces of grimalkin.
relationship with a creature, it’s likely to keep their same Each has a unique appearance and balance of traits to aid it in
alignment for the rest of its life. survival of its natural habitat.
Size. Grimalkins are one size larger than the mundane cats Bite and Scratch. When in your base form, you possess
they resemble. Your size is Small, unless you're a skogkatt, in natural weapons in the form of sharp claws and teeth. Your
which case your size is Medium. unarmed strike deals 1d4 piercing or slashing damage (your
Speed. Your base walking speed is 40 feet. choice). You can use Dexterity in place of Strength for
Darkvision. As with your typical housecat, you have superb determining your unarmed strike's rolls to hit and deal
vision in low light. You can see in dim light within 60 feet of damage. When you use Wild Shape, these moves are replaced
you as if it were bright light, and in darkness as if it were dim by the natural weapons of the form you've assumed.
light. You can't discern color in darkness, only shades of gray. Additionally, you can treat your unarmed strike (including a
Keen Senses. You have proficiency in the Perception skill. strike from sharp teeth or claws while using Wild Shape) as if
Languages. You can read and understand Common, but it were a melee weapon attack with the light and finesse
you cannot speak or write it. properties for the purposes of features such as Sneak Attack,
Feline Finesse. Your enhanced reflexes protect you from Smite, and Two-Weapon Fighting.
fall damage. You can use your Dexterity score to determine
your jumping distance instead of Strength. When climbing,
you can use your Acrobatics skill instead of Athletics, and any
saving throws to keep from falling or taking damage from
falling can be made using your Dexterity score instead of
Strength.
RACE | GRIMALKIN
2
Blue Mau
These sleek blue-gray creatures are what most people picture The mau is best acclimated to hot, dry environments—the
when imagining a grimalkin. They resemble overgrown Raurin desert and Shaar grasslands of Faerun, the Holy
housecats, and indeed, they are largely domesticated, prized Kingdom of Erypt, the Plains of Dust on Krynn, or the Talenta
as valuable familiars for spellcasters and animal companions Plains of Khorvaire—and has a legendary regal bearing. It’s no
for adventurers. Common folk also find them to make wonder that some cultures have worshipped these cats as
wonderful pets, at least in as far as an intelligent being can be divine avatars. Some mau take great pride in this heritage and
considered a pet. pursue a tradition of religious service, including Clerics,
Ability Score Increase. Your Charisma score increases by Paladins, and Monks. Their sleek fur is a ticked, warm gray,
1. with bands of black on the legs and tail.
Evasive. Your AC score increases by 1. Ability Score Increase. Your Wisdom score increases by 1.
Nimble. You have advantage on initiative rolls, and you can Sacred Trust. You can read and understand Celestial, and
move through the space of any creature that is a size larger you can cast the word of radiance cantrip. Your spellcasting
than yours. ability for this spell is Wisdom.
Nimble. You have advantage on initiative rolls, and you can
Igola move through the space of any creature that is a size larger
This variety is by far the most elusive, stealthy even by than yours.
grimalkin standards. They stalk the jungles and temperate
forests of their respective worlds, including Chult of Faerun, Skogkatt
Oerth’s continent of Hepmonaland, the Sahket Jungle of Natives of frosty northern regions—such as the Moonsea and
Krynn, and the ancient woods of the Eldeen Reaches. Silver Marches regions of Faerun, the Jotunheim coast of
They’re used to wet, humid conditions and so lack the cat’s Oerik, the frozen wilds of Southern Ergoth on Krynn, or the
typical fear of water, but they still aren’t very good swimmers. nation of Karrnath in Khorvaire—this variety is known for its
Their silver coats are marbled and spotted with black patches, larger size and thick, shaggy fur. With its unique two-layer
which allow them something close to invisibility in the coat, the skogkatt can survive in all but the very harshest
dappled sunlight of a thick forest. To catch a glimpse of one in arctic conditions. They usually have the trademark blue-gray
the wild is considered very lucky! coloring but also come in lighter and darker shades.
Ability Score Increase. Your Dexterity score increases by Ability Score Increase. Your Strength score increases by
1. 1.
Mask of the Wild. You can attempt to hide even when you Mountain-Born. You’re acclimated to high altitude,
are only lightly obscured by foliage, heavy rain, falling snow, including elevations above 20,000 feet. You’re also naturally
mist, and other natural phenomena. adapted to cold climates.
Nimble. You have advantage on initiative rolls, and you can Pounce. If you move at least half of your base speed
move through the space of any creature that is a size larger straight toward a creature then hit it with an unarmed strike
than yours. on the same turn, you may attempt to shove the target prone
as a bonus action.
Big Wig. You know how to throw your weight around. Due
to your larger size, your natural weapons do more damage
than other grimalkin types. Your unarmed strike damage die
increases to a d6.
RACE | GRIMALKIN
3
Feats Fierce Friend
Recommended pre-existing standard feats are Lucky, Keen Your friends are everything to you, the only family that
Mind, Alert, Mobile, Skulker, Empathic, and Stealthy, as well matters. Pick a number of creatures equal to your Charisma
as the racial feats Everybody’s Friend, Critter Friend, Second modifier (a minimum of 1) that you feel especially protective
Chance, and Wood Elf Magic. of. You gain the following benefits in combat if at least one of
your chosen allies is within 5 feet of you:
Catspaw As long as your nearby ally isn't incapacitated, you have
You readily form bonds with spellcasters. You can choose one advantage on attack rolls against creatures.
spellcaster who is capable of casting the find familiar spell. When a creature you can see attacks a chosen ally within 5
(The spellcaster doesn't need to have the spell prepared.) You feet of you, you can use your reaction to impose
pledge yourself to the service of this spellcaster, as long as disadvantage on the attack roll, either by wedging your
you're both willing, requiring a day's attunement. This bond body between attacker and target or knocking your ally out
grants the following effects: of the way. If the attack hits, you take damage in your ally's
While you're within 100 feet of the spellcaster, you can place.
communicate with it telepathically. Additionally, as an If damage is taken as a result of this protective reaction
action, you can see through each other's eyes and hear that would reduce you to 0 hit points, you must make a
what each other hears until the start of your next turn, Constitution saving throw with a DC of 5 + the damage
gaining the benefits of any special senses that the other taken. On a success, you drop to 1 hit point instead.
one has. During this time, you and the spellcaster are both
deaf and blind with regard to your own senses. Druid in Tooth and Claw
When the spellcaster casts a spell with a range of touch, You were born to be a druid, and your Wild Shape ability with
you can deliver the spell as if you had cast the spell. The that class is formidable. As a druid, you gain the following
spellcaster must be within 100 feet of you, and you must benefits:
use your reaction to deliver the spell when it's cast. If the
spell requires an attack roll, the spellcaster uses its own If you’re a druid of any circle other than Circle of the Moon,
attack modifier for the roll. you have access to some of the expanded Wild Shape
options normally exclusive to the Circle of the Moon; the
If the spellcaster also has a magical familiar through the Combat Wild Shape and Circle Forms traits at 2nd level
find familiar spell, you can extend the range of telepathy and Primal Strike at 6th level.
and proxy spellcasting. When either you or the familiar is
within 100 feet of the spellcaster, the other can still use If you join the Circle of the Moon, you gain the ability to
these abilities as long as it's within 100 feet of the first. You transform into magical beasts, as well as the normal sort.
can also communicate telepathically with the familiar in (Your limitations as to which creatures count and how well
the same way as its master, but you can't issue commands you’re able to utilize any special powers are up to the DM’s
to it or use it to cast spells. discretion.) When you reach 6th level, you can transform
into a beast with a CR as high as your druid level divided
by 2, rounded down.
Credits
All illustrations are works of the author Diana Nock.
Please check out her portfolio, blog, and Patreon.
This document was created in GM Binder.
RACE | GRIMALKIN
4
Addendum
Feats Precocious Beast
Prerequisite: 8th level druid
Inscrutable Through intense training in both your enhanced Wild
You've mastered your command of feline body language. This Shape talents and the wielding of nature magic, you have
is already a difficult thing for most creatures to decipher, but early access to the Beast Spells trait, as described in the druid
you take it to a whole new level. You gain the following section of chapter 3 of the Player’s Handbook
benefits:
Increase your Charisma score by 1, to a maximum of 20. Class Traits & Suitability
Due to the questions raised by the grimalkin's unique
You have advantage on Charisma (Deception), Charisma limitations, here is a cheatsheet for all the classes and some
(Intimidation), and Charisma (Performance) checks when thoughts on this race's suitability for each.
your target (or targets) can see you. As a general rule, a grimalkin is entirely unable to use
You let nothing of your true intentions slip unless you wish humanoid weapons. Its natural weapons will do in most
it. While a creature that you're aware of is observing you combat roles, but traits to do with using two-handed or ranged
and makes either a Wisdom (Insight) or Wisdom weapons would be wasted here. The same goes for shields
(Perception) check to intuit your thoughts, it does so with and humanoid tools and instruments, with a few exceptions.
disadvantage.
Barbarian
Kilkenny Cat Skogkatts are actually very well-suited to this class! It works
Most people would never suspect it of the friendly creatures, especially well with Unarmored Defense, and the Paths of the
but a determined grimalkin can be as much of a brawler as Totem Warrior and Storm Herald both have a lot of potential
any alley cat. You aren't a showy fighter, however, and have for flavorful synergies.
honed your feline instincts to resolve conflict as quickly as If you want your character to be a bloodcurdling terror, play
possible, granting you the following benefits: a skogkatt barbarian on the Path of the Berserker and pick up
the Kilkenny Cat feat as early as possible.
Increase your Dexterity or Strength score by 1, up to a
maximum of 20. Bard
You have advantage on Wisdom (Perception) and This is a perfectly viable class for a grimalkin, despite their
Intelligence (Investigation) checks made to detect a weak lack of hands and singing voice. You just need a little
spot in the defenses of either a creature that's engaged in creativity!
melee combat with you or, if you aren't in melee, a creature Music-Making. The majority of instruments need hands to
within 80 feet of you (or twice your normal movement, if use, but not all. Just keep it simple and focus on percussion.
you have enhanced speed) that you can see. Likely musical instruments include bongos and other small
drums, chimes, bells, harpsichord, or even a jawbone. (Yes,
Once per minute, you can quickly strike at an opponent's that's a thing.) In place of singing, a grimalkin can caterwaul
vulnerable spot, dashing toward it at twice your normal with the best of them.
speed. If you reach your target having used only your Song of Rest. To soothe your party during a short rest, use
normal movement for a single round, you can forgo the rest your comforting purr.
of your movement on that turn and use a bonus action to Vicious Mockery. Instead of hurling insults, taunt your
attempt a Feral Grapple. enemies with hissing and spitting.
As an action, you can attempt a Feral Grapple, clamping
onto your target's weak spot with your teeth and front Cleric
claws, using either a Strength (Athletics) or Dexterity This class is a natural fit for the mau, but any grimalkin could
(Acrobatics) check. On a successful grapple, you be a fantastic cleric. No domain is off the table, but the Life,
automatically do damage equal to one use of Bite and Trickery, and Solidarity options are especially appropriate.
Scratch. Magical Weapon. Your teeth and claws count as non-
You can attempt to grapple a target of any size in this way, magical weapons for the purposes of traits such as Blessing of
but if the target is more than one size larger than you, it the Forge and the spells magic weapon and elemental
doesn't have its speed reduced and can't be moved by you. weapon.
When you use an effect that grants bonuses to a single
When you have a creature grappled in this way, you can weapon, pick one of the other for it to be applied to. You can't
continue to attack using your rear claws in a Feral Kick. As switch the bonus to the other weapon without spending
a single action, make an attack roll for each hind leg. On a another usage of the effect, but you can have both your teeth
hit, you can forgo the damage die roll and do the maximum and claws enhanced by separate effects, as long as you're able
amount of damage possible for your Scratch attack. to maintain them simultaneously.
Druid Sacred Oath. As far as oaths go, a grimalkin is thematically
and temperamentally suited for the Oaths of Redemption and
Because of their innate Wild Shape ability, all grimalkin the Ancients.
druids get an extra use of this feature per short or long rest. While it's unlikely that a grimalkin would take either the
Both the Circles of Dreams and the Shepherd are Oaths of Conquest or Treachery, or become an Oathbreaker,
thematically very appropriate for grimalkins, if you don't care there's nothing that mechanically forbids it.
to specialize in Moon's enhanced Wild Shape abilities.
Ranger
Fighter Grimalkins make all-around excellent rangers. Each subclass
This is a class that would seemingly be hobbled by a either plays to a racial strength or adds interesting flavor.
grimalkin's inability to use shields and normal weapons. In keeping with the cat theme, Hunter, Gloom Stalker, and
However, these limitations are easy to skirt. The main thing to Horizon Walker are overall very appropriate. Primeval
remember is that you're relying on the equivalent of light, Guardian plays well the grimalkin's druid affinity, and Monster
finesse weapons with your Bite and Scratch attack. Slayer has added depth when you account for the grimalkin's
Armor. As it states in the main document, you actually can association with witchcraft and the supernatural. Finally,
wear armor, as long as it's made to fit you. Since a fighter Beast Master would be a lot of fun for anyone who wants to
doesn't have access to any traits that reward going unarmored roleplay two animals palling around the wilderness.
(unlike the barbarian and monk classes), this would be a wise For concerns about armor and fighting style, refer to the
investment early on. Consult with your DM about how difficult fighter section above.
it would be for your character to get its paws on some custom
armor. Rogue
Fighting Style. None of the styles Archery, Dueling, Great This class is a mixed bag for grimalkins. On one hand, they're
Weapon Fighting, Protection, nor Close Quarters Shooter are cut off from using ranged weapons and thieves' tools, yet on
available to grimalkin fighters, but the others are workable. the other, they have natural expertise in stealth. Their ability
Two-Weapon Fighting allows you to better use both your to imitate common housecats and Wild Shape when stealth
piercing and slashing Bite and Scratch attacks in a single isn't appropriate gives them an unparalleled ability to blend
turn, but the second strike will always count as off-hand. into any environment unnoticed. As long as you're willing to
Tunnel Fighter is another strong option for a grimalkin. work within your limitations, there's no reason you couldn't
Like any housecat, it can make itself fill a much larger space make a grimalkin into an extremely effective rogue.
than normal by stretching its legs, arching its back and tail, Poison. In order to allow it to be an assassin, one of the
and making its fur stand on end. rare exceptions to a grimalkin's inability to use tools is the
To accommodate the grimalkin's animal shape, a custom case of the poisoner's kit. Its version is pared down and
fighting style giving a bonus to Bite and Scratch would only be altered to accommodate the lack of hands, but it works.
appropriate: A grimalkin's poisoner's kit is only capable of creating one
Natural Weapons poison, a unique one it uses to treat its claws. It's rarely lethal,
You gain a +2 bonus to attack rolls you make with your teeth but its combined wallop of poison and then disease is enough
and claws. to knock an unlucky mark out of commission for a week:
Bartonella (Injury)
Monk A creature subjected to this poison must succeed on a DC 11
Since cats are very self-reliant when it comes to combat, the Constitution saving throw or be poisoned for up to 24 hours.
monk class is a natural fit. Like the barbarian, it has the Upon taking a short or long rest, the affected creature can
Unarmored Defense feature, and the monk's focus on make a new saving throw, with disadvantage. If the creature is
unarmed strikes meshes well with the grimalkin's natural still poisoned at the end of the 24-hour period, the disease
weapons. Cat-Scratch Fever takes hold.
Unarmed Combat. Due to your unarmed strikes already Cat-Scratch Fever. This malady is only contracted through
dealing more damage than most creatures', you have added exposure to Bartonella poison, and so it's not well understood
versatility in this monk feature. Your damage die is one type by the medical community.
higher than what's listed on the leveling table, and you can Symptoms appear rapidly once the 24-hour poison
choose to inflict bludgeoning damage with a martial arts head- exposure period is up. These include fever, malaise, aches,
butt instead of piercing or slashing. and loss of appetite, as well as swelling around the site of
Deflect Missiles. Because you have no hands to hold a infection. The poisoned condition is replaced by one level of
missile with, you can't use this trait to catch one and return exhaustion, and the creature regains only half the normal
fire, but your feline reflexes do allow you to bat them away number of hit points from spending hit dice and no hit points
with proficiency. from finishing a long rest.
At the end of each long rest, an infected creature must
Paladin make a DC 11 Constitution saving throw. On a failed save, the
This class is perfectly viable for grimalkins but has similar character gains one level of exhaustion. On a successful save,
concerns to the fighter class. Have a look at that section for the character’s exhaustion level decreases by one level. If a
thoughts on armor and fighting style. successful saving throw reduces the infected creature’s level
of exhaustion below 1, the creature recovers from the disease.
RACE | GRIMALKIN
65
Disguise. Like the poisoner's kit, a grimalkin disguise kit is Mystic (Unearthed Arcana)
greatly simplified, but it works as well as it needs to. After all,
how many people are paranoid enough to suspect that the Since this class is all about the power of the mind, it's an
handsome kitty rubbing against their leg isn't what it seems? excellent fit for a grimalkin. They automatically come with
A grimalkin disguise kit consists of cosmetics, hair dye, and telepathy and empathy built-in, so it also makes thematic
small props like collars, bows, and other accessories people sense that a character of this race would seek to further
like to use to dress up their pets. True, it may need a develop its psychic abilities.
humanoid companion to help it don the disguise, but they're Order of the Soul Knife. In contrast to the warlock's Pact
not hard to come by. of the Blade, this option allows you to summon weapons of
pure psychic energy. You can use this psychic projection to
Sorcerer enhance your claws instead of creating the standard knives.
Keeping in mind the note at the beginning of this document Your base slashing damage from Bite and Scratch is replaced
about grimalkin spellcasters, a sorcerer is an easy fit. Any of by the Soul Knife's 1d8 psychic damage, but your piercing
the available origin subclasses would be perfectly appropriate, attack is unchanged.
but the thought of a fluffy cat mage with dragon wings is
pretty hard to resist.
Legal & Copyright
Warlock
DUNGEONS & DRAGONS, D&D, Wizards of the
This spellcasting class is fine for a grimalkin, except that its Coast, Forgotten Realms, the dragon ampersand,
pact boon options are a bit limited. Player’s Handbook, Monster Manual, Dungeon
The Pact of the Blade isn't practical because it requires that Master’s Guide, D&D Adventurers League, all other
your pact weapon be a discrete object that can be summoned Wizards of the Coast product names, and their
and dismissed extra-dimensionally, which won't work for your respective logos are trademarks of Wizards of the
teeth and claws. Theoretically, this pact could work if a Coast in the USA and other countries. All characters
weapon were devised that a cat could use, but at that point, it's and their distinctive likenesses are property of
easier to just use literally any other race. Wizards of the Coast. This material is protected
under the copyright laws of the United States of
(If you duct taped a whip to a cat's tail, would that count as a America. Any reproduction or unauthorized use of
martial weapon or an improvised one? Hm, one to think on.) the material or artwork contained herein is
The Pact of the Chain has no extra hurdles and, strangely prohibited without the express written permission
enough, neither does the Pact of the Tome. Since the of Wizards of the Coast.
information in the Book of Shadows is inscribed there ©2016 Wizards of the Coast LLC, PO Box 707,
magically and grimalkins can at least read, it's actually quite Renton, WA 98057-0707, USA. Manufactured by
suitable and could make for a very fun character. Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont,
CH. Represented by Hasbro Europe, 4 The Square,
Wizard Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
Like the sorcerer and warlock, this is class doesn't require
much qualification in addition to what's already been said.
However, the wizard's spellbook does present something of a
problem because, unlike a warlock's Book of Shadows, a
wizard records everything in a spellbook by hand.
Ultimately the decision will be up to your DM, but there's
some wiggle room here. Because it can't write, maybe a
grimalkin wizard compensates with an encyclopedic memory,
which it can draw from each long rest to prepare the next
day's spells.
Flavor-wise, grimalkins are natural enchanters. As magical,
psychic, shapeshifting cats, they already have beguiling
qualities to spare.
Artificer (Unearthed Arcana)
Unfortunately, due to this class's being built entirely around
proficiency with finicky tools, it's the only one that grimalkins
can't access at all. Sorry!
RACE | GRIMALKIN
7