I've been thinking about the new 2024 5E rules, and I want to come up with something that players can use to play wemics. I took a survey of rules for 5E wemics from around the Web -- that's part one of this two-part series. I was inspired by these, especially where everybody seems to be agreeing on common features that wemics should have. I have my own opinions about it, too, of course. And I am guided by my prime directive of homebrew design: Make A New Rule Like An Existing Rule. That is to say, I'm trying to follow the examples of the rules that are published in the 2024 PHB. All species have a type, size, and speed -- so too my wemics. Then each has three to five special traits. My wemic, below, follows that pattern.
Wemic
Wemics are hunters and herders who are attracted to wide open spaces and empty lands (although there are always curious individuals who seek adventure and lore among other folk). As nomads, wemics tend to be nature-oriented people with a rich tradition of oral history -- they live close to the earth and are in tune with the magical forces around them.
In form as a human from the waist up and a lion from the waist down, wemics are lithe and nimble, carrying their weight lightly. They do not have beastial faces or claws on their hands, although many have cat-like eyes and lions' ears. They are usually tawny with short fur from the waist down, with large paws revealing very sharp claws at need.
Wemic Traits
Creature Type: Humanoid
Size: Medium (about 5 feet tall and 7 feet long)
Speed: 35 feet
As a Wemic, you have these special traits.
Claws. You can use a claw to make an Unarmed Strike that inflicts 1d4 slashing damage instead of just 1 hp damage. Treat a claw as a finesse weapon. In addition, at character level 5, you can make such a claw attack as a bonus action.
Feline Feet. Your distance is not halved making a standing jump. You have advantage on Athletics checks to jump farther than normal and on Acrobatics checks to stay on your feet in a tricky situation. You also have resistance to falling damage, and if you make a Dexterity saving throw against the falling damage you take, you are not prone after a fall from a height.
Cat Eyes. You gain proficiency in Perception, and you do not have disadvantage making Wisdom (Perception) checks in Dim Light.
Tauric Shape. You count as one size larger when determining your carrying capacity. You have the appropriate anatomy to serve a an independent mount for a creature up to one size smaller than you.