Nekomura are as varied as the various peoples of Faerun. Typically, however, Nekomura are a curious and friendly group. It is said that a Felyne can always be counted on to help.

In cities and towns, both felynes and melynxes work together with adventurers and various guilds to hunt monsters and preform the various jobs that they have taken on.

Melynxes, on the other paw, are known to live peacefully with their felyne cousins. However, melynxes are more curious and possess a spirit of kleptomania. Adventurers and creatures that find themselves in the territory of so called "wild" melynxes find themselves often relived of various items.

Outside of the communities of other peoples, felynes are known for living in small communities with hand (or paw)-made, tools and abodes. Felynes are renowned for their bravery in combat, often attacking hostile intruders regardless of size, monstrous presence, or the fact that the intruder may or may not be a wyvern or dragon.

Nekomura are divided into two different sub-races: Felynes and Melynxes. Felynes are typically denoted by lighter colored fur, while Melynxes are typically their darker colored cousins.

Some nekomura choose to join the societies of other peoples. These nekomuras find many ways to apply their skills in theses societies. The nekomura are known for their skill as chefs, farmers, traders, adventurers and even hunters.

In the wild, nekomura typically can be found wandering in groups, preferring to gather peaceably from the environment (or stealing occasionally from wandering peoples). However, nekomura make for fierce combatants, opting to attack with whatever they have in hand and even bombing themselves in attempts to protect themselves or defeat the threats to their homes. If the battle ever goes poorly, nekomura have been known to burrow into the ground, burrowing away from danger, typically to appear before long to continue the fight.

An agile and intelligent race. the Nekomura are a cat-like race capable of standing upright, and building tools unique to their own culture (ie picks, axes, and even bombs). Nekomura are renown for their bravery, building villages, when not joining preexisting towns, in secluded areas away from other peoples and in defiance of any monsters.

Nekomura Traits

Nekomura characters have the following traits.

Ability Score Increase. Your Dexterity score increases by 2.

Age. A nekomura reaches maturity around the age of 16 and generally lives around a century.

Alignment. Nekomura are as varied as any of the other races. As a rule, most are curious and helpful. However, some are cruel, stealing whatever they can get their paws on. Either way, nekomura are social creatures and prefer to live in communities and rarely alone.

Size. Nekomura average about 3 and a half feet tall and weigh around 65 pounds. Your size is Small.

Speed. Your base walking speed is 25 feet.

Cat's Eye. 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.

Nekomura Nimbleness. You can move through the space of a creature that is of a size larger than you.

Quadrupedal Movement. As a bonus action, a nekomura can shift onto all fours at the beginning of their turn. If they do this, they are restricted to only taking the Dodge and Dash actions, but their speed becomes 40. Every turn that you use this ability requires you use your bonus action to maintain this form of movement.

Wilds Background. You have proficiency in the Survival skill.

Credit: The Monster Hunter Wikia

Languages. You can speak and write Common and Felinish. Felinish, verbally, is a subtle language of sounds that, to the untrained ear, sounds little more than mimicry of a cat. In writings, Felinish typically is composed of "cat scratch". Writing is typically done with the claws on a nekomura paw and is typically restricted to short phrases in writing.

Subraces. Nekomura are divided in to two races: felyne and melynxes. While they are typically denoted by their color. It is possible to have black furred Felynes and light furred Melynxes.

Felynes

As a felyne, you are have inherited a reputation of a brave soul and boundless spirit. Felynes are rely on their bravery and spirit to hunt monsters and protect their homes.

Ability Score Increase. Your Wisdom score increases by 1.

All in Brawler. You have proficiency in improvised weapons.

Keepers of the Morale. You have proficiency in Artisan Tools (Cook's Utensils). During a short rest, you may make use of this ability to cook a Therapeutic Meal, any characters that share in this meal cause the health healed by hit dice (but not the characters' Constitution modifier) to be doubled.

Melynxes

Melynxes are the more curious of the nekomura, and regularly find themselves with various levels of kleptomania. Despite this, melynxes have become welcome in the various adventures around Faerun.

Ability Score Improvement. Your Intelligence score increases by 1.

Kleptomania. You gain proficiency with Slight of Hand.

Natural Stealth. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Optional Variants

For the sake of game balance, many abilities that would fit the nekomura have been left out. The following abilities can be added (or replace other abilities) at the discretion of the DM.

Cat's Paw. You gain proficiency in the weapon Cat's Paw. Cat's Paw is a exotic melee weapon that can only typically be constructed, or proficiently wielded, by nekomura.

Name Cost Damage Weight Properties Cat's Paw 15 gp 1d6 slashing 3 lb. Finesse, Light, Special

Cat's Paw Specialty. When a Nekomura hits with a Cat's Paw it imparts a bleed effect, dealing damage equal to the character's level for 1d6 rounds. This effect does not stack and cannot effect the same creature twice at the same time.

Cat's Silence. You have proficiency in Stealth.

Burrower. During a turn in which you have used your Quadrupedal Movement bonus action, you may burrow into the ground with a burrow speed of 10 ft. As long you remain underground, you must continue to use your Quadrupedal Movement bonus action.

Cat's Grace. When rolling a saving throw to avoid fall damage, you roll at advanatage.

Mad Bombers. When attacking with an explosive, you may add double your proficiency bonus if you choose to carry the explosive and rush the enemy, rather than safely throwing it.