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The Ashera are feline-blooded people born from the sands of Malkaret and the moonlit shores of Akkareth, shaped by the wandering will of Dahruq, the Trickster-Wind. They are not a people of fixed borders or ancient empires, but of movement — graceful, clever, and unbound. Dahruq gave them no chains, only instinct and story, and from those, they built their path.

Though their origin lies in the desert, the Ashera have long since ranged beyond it. They travel the oases and trade routes of Nurathar, walk hidden roads into Shahoya, and whisper their riddles through the wind-worn temples of the south. Their presence is felt where caravans gather, where forgotten spirits stir, and where the wind carries stories too light to be caught by paper.

To be Ashera is to follow motion, omen, and opportunity, not as a wanderer without purpose, but as one who listens for the right moment to step from shadow into moonlight.

Identity and Culture

Ashera are feline humanoids with long, slender tails, slit-pupiled eyes, and fur-covered ears that flick at the edge of sound. Their fur ranges from tawny gold and rust-red to charcoal black or snow-white, often patterned with subtle rosettes or stripes. Their features are elegant and expressive, and their jewelry is more than adornment—it carries meaning. Charms of lapis, bronze, or carved bone are worn to honor stories, pacts, and Dahruq’s many forms.

They are a matrilineal, storybound people. An Ashera is remembered less for a name and more for the tale they leave behind. Each receives a Windname during their coming-of-age rite, a poetic epithet whispered into a sandstorm to mark the beginning of their personal path. Their clans are flexible and fluid, held together not by blood but by shared memory and chosen loyalty. Scent markings, story-songs, and braided charms preserve history where written records never mattered. Their oaths are few, but powerful—spoken only on wind, blood, or silence.

Ashera walk many roles. Some are scouts and lorehunters, others are spirit-guides, charm-weavers, or emissaries who serve in coastal courts and shifting trade caravans. Their flaw is confidence. Dahruq teaches grace, not stillness, and those who move too swiftly may forget that even the clever can be caught unaware.

Legacy in Eldareth

Their legacy is not written in stone or law. It moves in the wake of caravans and echoes in lullabies sung to sleeping winds. Their talismans pass from palm to paw, worn by those who trade in secrets or trust the storm. Their presence lingers in courts where no banners fly, in ruins where old gods once listened. Even when they vanish, something of them remains—like a footprint in cooling sand, too perfect for the wind to erase.

Catfolk Traits

Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.

Creature Type. You are a Humanoid.

Size. You are Medium.

Speed. Your 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 discern colors in that darkness only as shades of gray.

Desert-Born Grace. You are used to moving over soft sand, broken stone, and slick rooftops. You gain Climb and Dash speed equal to your walking speed. Additionally, you ignore difficult terrain caused by sand, dust, or rubble.

Feline Agility. When you move on your turn in combat, you can double your movement speed until the end of the turn.

You can’t use this trait again until the end of a turn on which you did not move.

Predator’s Precision. You have proficiency in the Perception skill. When you make a Perception check relying on smell or hearing, you can add a d4 to the result.

Fortune-Favored. Once per long rest, when you roll a 1 on a d20, you can reroll it. You must use the new result.

Whispers on the Wind. You know the Thaumaturgy cantrip.
Starting at 3rd level, you can cast Feather Fall once per long rest. You can also cast it using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.