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https://www.dndbeyond.com/races/76016-grimalkin

Grimalkin

These 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. 
ability score increase:
age: Possibly due to their shapechanging abilities, grimalkins have a natural lifespan four times longer than the mundane cats they resemble. If they manage to avoid premature death by misadventure or disease, grimalkins can live as long as 60 years
alignment: By default, a grimalkin’s alignment is neutral, but their personalities are malleable. They tend to take on the alignment of their closest companions, which can also shift as their relationships do. If a grimalkin had a particularly loving relationship with a creature, it’s likely to keep their same alignment for the rest of its life.
Size: Small
speed: 40ft
Languages: Common but you cannot speak or write it.
race features:

Darkvision

As with your typical housecat, you have superb vision in low light. 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. Keen Senses    You have proficiency in the Perception skill.  

Feline Finesse

Your enhanced reflexes protect you from 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.  

Beastly

Because you’re technically a beast and have no hands, you’re unable to wield weapons or wear shields, and you can't use items which require dextrous manipulation, including spellcasting foci, wands, tools, etc. You may wear armor, as long as it's customized to fit you. You're also unable to physically speak any language that you know, instead relying on telepathy to communicate with other intelligent creatures.  

Limited Telepathy

Your magical nature gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature within 30 feet of you that you can see. This communication is one-way only, and so a creature that you contact in this way can't reply telepathically unless it already has that ability.  

Wild Shape

Starting at 5th level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this ability once per short or long rest. To determine the duration of each use and your limitations as to which forms you can assume, refer to the druid class Wild Shape feature section in chapter 3 of the Player’s Handbook, using your total character level. When using this feature, you still benefit from Feline Finesse and are still subject to your Beastly limitations. As with any other race, you're unable to cast spells while using Wild Shape until you gain the Beast Spells trait. You can get this trait from either reaching level 18 in the druid class or taking a feat that allows it.  

Bite and Scratch

When in your base form, you possess natural weapons in the form of sharp claws and teeth. Your unarmed strike deals 1d4 piercing or slashing damage (your choice). You can use Dexterity in place of Strength for determining your unarmed strike's rolls to hit and deal damage. When you use Wild Shape, these moves are replaced by the natural weapons of the form you've assumed. Additionally, you can treat your unarmed strike (including a strike from sharp teeth or claws while using Wild Shape) as if it were a melee weapon attack with the light and finesse properties for the purposes of features such as Sneak Attack, Smite, and Two-Weapon Fighting

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