Order of the Roll - Dungeons and Dragons Leonin - Order of the Roll

Leonin

Dnd Leonin Race

The Leonin are a proud and pow­er­ful race of feline beings who call the impres­sive realm of Purr­ma­nia their home a land heav­i­ly inspired by ancient Rome. Leonin are not ordi­nary cat-peo­ple; they take the form of majes­tic felines such as lions, tigers, pan­thers, and oth­er wild preda­tors. Domes­tic cat-like Leonin do not exist in this cul­ture, as only the strongest, bravest,and most fer­al forms are con­sid­ered wor­thy.

The Realm of Purrmania

Purr­ma­nia is a mighty and expan­sive empire known as the heart of civ­i­liza­tion in the region. The land is a cen­ter of polit­i­cal influ­ence, art and cul­ture, legal wis­dom, and mil­i­tary might. Rem­nants of its rich his­to­ry and grand ambi­tions are found every­where. Impos­ing struc­tures such as the Colos­se­um of Claws, where war­riors fight to the death in are­na bat­tles, draw spec­ta­tors from all cor­ners of the world. On the Forum Purrmanum, lead­ers, thinkers, and judges gath­er to forge laws, form alliances, and set­tle dis­putes.

The Leonin val­ue hon­or, dis­ci­pline, and loy­al­ty to the empire above all else. From a young age, every Leonin is trained in both com­bat and polit­i­cal and philo­soph­i­cal learn­ing. Their soci­ety is hier­ar­chi­cal­ly struc­tured, with the Emper­or at the top a posi­tion not sim­ply inher­it­ed, but earned through strength, strat­e­gy, and charis­ma.

The Emperor: Julipurr

At the head of this mighty realm stands Emper­or Julipurr, an impos­ing pan­ther-like Leonin with a keen mind and an even keen­er claw. Once a gen­er­al, politi­cian, and writer, Julipurr trans­formed the Purre Repub­lic into an empire through his strate­gic insight and unmatched influ­ence. He is cel­e­brat­ed for his mil­i­tary vic­to­ries, polit­i­cal cun­ning, and tal­ent for inspir­ing the mass­es with fiery speech­es. With­in Purr­ma­nia, he is often com­pared to leg­endary lead­ers of ancient times.

Julipurr believes that order and uni­ty can only be achieved through strong lead­er­ship. Under his rule, Purr­ma­nia has known pros­per­i­ty, but also peri­ods of oppres­sion and con­flict. He is both admired and feared.

The Heirs of Power

Two influ­en­tial Leonin stand direct­ly under Julipurr and play a key role in the empire’s future:

  • Bru­tus, Julipurr’s son, is a charis­mat­ic and tal­ent­ed war­rior. He is praised for his integri­ty, but his ambi­tions stir unrest with­in the empire. Bru­tus gen­uine­ly loves his father but feels trapped in his shad­ow. Some see him as Purrmania’s future sav­ior, while oth­ers fear he may betray his father to seize pow­er. His inner strug­gle between hon­or and ambi­tion makes him a fas­ci­nat­ing and trag­ic fig­ure.

  • Prince John, a lion-like Leonin and Julipurr’s cousin, is known for his obses­sion with wealth and influ­ence. While Bru­tus acts from ide­al­ism, John is dri­ven by greed. He is cun­ning, manip­u­la­tive, and delights in polit­i­cal games. His palace gleams with gold, and his loy­al­ty is always nego­tiable pro­vid­ed the price is high enough.

Leonin in the World

Leonin who trav­el beyond Purr­ma­nia often do so as envoys, mer­ce­nar­ies, philoso­phers, or adven­tur­ers. Some seek hon­or and glo­ry, oth­ers flee polit­i­cal intrigue, or feel called to explore the wider world. Out­siders admire the Leonin for their courage but fear their arro­gance and rigid views on hon­or and author­i­ty.

stats

  • Source: Myth­ic Odysseys of Theros.

  • Abil­i­ty Score Increase. Your Con­sti­tu­tion score increas­es by 2, and your Strength score increas­es by 1.

  • Age. Leonin mature and age at about the same rate as humans.

  • Align­ment. Leonin tend toward good align­ments. Leonin who are focused on the pride lean toward law­ful good.

  • Size. Leonin are typ­i­cal­ly over 6 feet tall, with some stand­ing over 7 feet. 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 can’t dis­cern col­or in dark­ness, only shades of gray.

  • 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.

  • Hunter’s Instincts. You have pro­fi­cien­cy in one of the fol­low­ing skills of your choice: Ath­let­ics, Intim­i­da­tion, Per­cep­tion, or Sur­vival.

  • 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.

  • Lan­guages: Your char­ac­ter can speak, read, and write. Com­mon, Purr and one oth­er lan­guage that you want.
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