# Race: Leonin
> [!info] Quick Facts
> | | |
> |---|---|
> | **Rarity** | Extremely rare |
> | **Perception in Gryth** | Positive. Almost nobody has met one, and everybody who has says the same things about them, which has done more for the leonin name than any number of them could have done in person. |
> | **Guide Section** | Extremely Rare Races |
## Overview
The leonin came out of Old Kwiban, and Old Kwiban is gone. What remains of them is a single community, and every leonin now living either belongs to it or has left it. They are lion-folk, heavy through the shoulders and unhurried in everything they do, and they carry themselves in the manner of people who have already lost the argument about whether their kind will endure and have decided to be worth remembering regardless.
## Mane and Shoulder
A leonin stands a little taller than a human and a good deal broader, with a short tawny pelt, a heavy jaw, and retractable claws that serve as tools rather more often than as weapons. Manes vary by family and are worn long, and a leonin who cuts one has generally done so to mark a death. Their eyes are gold and their sight holds up well in the dark, which is a legacy of country that most of them have never seen.
## The Word of a Leonin
By every account that exists, and there are not many, a leonin is dependable to a fault. An undertaking given by one is treated by the community as settled, and the handful who have taken service abroad have earned a reputation for steadiness that some employers find unnerving rather than reassuring. People are also calmer in the presence of a leonin, measurably and consistently so, which is a property of the leonin rather than a compliment to their manners.
## The Inheritance of the Fall
Beneath the steadiness there is rage, and every leonin carries it. They do not pretend otherwise and they do not treat it as a failing. It is spoken of as an inheritance from the fall of Kwiban, kept banked rather than suppressed, and drawn on deliberately by those who judge the moment to warrant it. A leonin reaching for it knows precisely what is being let out, and the community weighs that knowledge carefully when deciding who may leave.
## Leonin Traits
**Ability Score Increase.** Your Constitution score increases by 2, and your Strength score increases by 1.
**Age.** Leonin reach adulthood in their late teens and live less than a century.
**Creature Type.** You are a Humanoid.
**Size.** Your size is Medium.
**Speed.** Your base walking speed is 35 feet.
**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 cannot discern colour in darkness, only shades of grey.
**Claws.** You have claws that you can use to make unarmed strikes. When you hit with them, the strike deals 1d4 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
**Hunter’s Instincts.** You have proficiency in one of the following skills of your choice: Athletics, Intimidation, Perception, or Survival.
**Steadying Presence.** People settle around you without being able to say why. You and any friendly creature within 10 feet of you that can see you have advantage on saving throws against being charmed or frightened. This trait does not function while your Kwiban Rage is active.
**Kwiban Rage.** As a bonus action, you can let out what you have been holding. For 1 minute, you have advantage on Strength checks and Strength saving throws, the damage die of your Claws becomes 1d6, and once on each of your turns when you hit a creature with a melee attack you deal extra damage equal to your proficiency bonus. Your Steadying Presence does not function for the duration, and creatures that can see you know something has changed. You can end this early as a bonus action. Once you use this trait, you cannot do so again until you finish a long rest.
**Languages.** You can speak, read, and write Common and Leonin.
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## Gallery
![[Race - Leonin.jpg]]
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*See also: [[Races]]*