Tabaxi
Tabaxi are catlike humanoids driven by curiosity to collect interesting artifacts, gather tales and stories, and lay eyes on all the world's wonders. Known as one of the most adventurous races, the inquisitive tabaxi rarely stay in one place for long. Their innate nature pushes them to leave no secrets uncovered, no treasures or legends lost.
Darkvision. You have Darkvision with a range of 60 feet. Cat's 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 or Dexterity modifier, instead of the normal damage for an Unarmed Strike. Cat's Talents. You have Proficiency in two of the following Skills: Acrobatics, Perception, or Stealth. Keen Hearing. You have Advantage on Wisdom (Perception) checks that rely on hearing. Feline Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your Speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns. Feline Quirk. You have one of the following traits of your choice:
Beastfolk Origins
Beastfolk Origins
There are many species that call themselves Beastfolk, all of whom share the same origin that dates back to a single event: the Curse of Chimeron. Save for the beast-turned, scaledfolk, and fey people, nearly every being that is a mix of man and animal is a beastfolk. While some have successfully integrated themselves into the world, others live in secluded colonies, hidden from persecution.
Although modern day beastfolk are no longer cursed by Chimeron, they are born of the same ancestors that were. For long ago, some of humanity did not respect nature. They plundered lands for resources, slaughtered animals for sport, and burned its fields for simple enjoyment, all to an absurd degree. Among all the deities, Chimeron was by far the most outraged of this. Eventually pushed to the brink, Chimeron—with the assistance of Malinoth—cursed all these humans; as Chimeron put it, "they will learn to respect nature by becoming a part of it". They were cursed to transform into beastfolk, to be of simple minds, and to be unable to reproduce any offspring not of their own kind. As generations passed, Chimeron believed the beastfolk had finally learned from their past crimes, and lifted the curse. By then though, the beastfolk were already an entirely new species (the ones we know today).
Although modern day beastfolk are no longer cursed by Chimeron, they are born of the same ancestors that were. For long ago, some of humanity did not respect nature. They plundered lands for resources, slaughtered animals for sport, and burned its fields for simple enjoyment, all to an absurd degree. Among all the deities, Chimeron was by far the most outraged of this. Eventually pushed to the brink, Chimeron—with the assistance of Malinoth—cursed all these humans; as Chimeron put it, "they will learn to respect nature by becoming a part of it". They were cursed to transform into beastfolk, to be of simple minds, and to be unable to reproduce any offspring not of their own kind. As generations passed, Chimeron believed the beastfolk had finally learned from their past crimes, and lifted the curse. By then though, the beastfolk were already an entirely new species (the ones we know today).
Wandering Outcasts
Most tabaxi remain in their homeland of Kerrios, content to dwell in small, tight clans. These tabaxi hunt for food, craft goods, and largely keep to themselves. However, not all tabaxi are satisfied with such a life. Innately curious, some are compelled to wander far and wide. They seek out stories, artifacts, and lore. Those who survive this period of wanderlust return home in their elder years to share news of the grand outside world. In this manner, the tabaxi remain isolated but never ignorant of the world beyond their home. In regards to treasure, tabaxi are known to typically treasure knowledge rather than material things. A chest filled with gold coins might be useful to buy food or a coil of rope, but it's not intrinsically interesting. In the tabaxi's eyes, gathering wealth is like packing rations for a long trip. It's important to survive in the world, but not worth fussing over. Instead, tabaxi typically value knowledge and new experiences. Their ears perk up in a busy tavern, and they tease out stories with offers of food, drink, and coin. Tabaxi might walk away with empty purses, but they mull over the stories and rumors they collected like a miser counting coins. Although material wealth holds little attraction for the tabaxi however, they have an insatiable desire to find and inspect ancient relics, magical items, and other rare objects. Aside from the power such items might confer, a tabaxi takes great joy in unraveling the stories behind their creation and the history of their use.Fleeting Fancies
Wandering tabaxi are mercurial creatures, trading one obsession or passion for the next as the whim strikes. A tabaxi's desire burns bright, but once met it disappears to be replaced with a new obsession. Objects remain intriguing only as long as they still hold secrets. A tabaxi rogue could happily spend months plotting to steal a strange gem from a noble, only to trade it for passage on a ship or a week's lodging after stealing it. The tabaxi might take extensive notes or memorize every facet of the gem before passing it on, but the gem holds no more allure once its secrets and nature have been laid bare.Tabaxi Names
Each tabaxi has a single name, determined by clan and based on a complex formula that involves astrology, prophecy, clan history, and other esoteric factors. Tabaxi names can apply to both males and females, and most use nicknames derived from or inspired by their full names. Clan names are usually based on a geographical feature located in or near the clan's territory. The following list of sample tabaxi names includes nicknames in parenthesis. Tabaxi Names: Cloud on the Mountaintop (Cloud), Five Timber (Timber), Jade Shoe (Jade), Left-Handed Hummingbird (Bird), Seven Thundercloud (Thunder), Skirt of Snakes (Snake), Smoking Mirror (Smoke) Tabaxi Clans: Bright Cliffs, Distant Rain, Mountain Tree, Rumbling River, Snoring MountainTabaxi Traits
Your tabaxi character has the following traits.Tabaxi
Ability Score Increase Dex +2; Cha +1
Size Medium
Speed 30 ft., Climb 30 ft.
Alignment. Choose one of the alignments approved by your GM. Typical Tabaxi tend towards Chaotic alignments. Creature Type. You are a Humanoid. You are also considered a felidaen for any prerequisite or effect that requires you to be a felidaen. Size. You are Medium (about 5-6 feet tall) or Small (about 4 feet tall), and weight about 95-200 pounds. You choose the Size when you select this ancestry. Speed. Your land Speed is 30 feet, and you have a Climb Speed equal to your land Speed. Languages. You can speak, read, and write Common and Terran. Life Span. Tabaxi mature and age at about the same rate as humans.
Darkvision. You have Darkvision with a range of 60 feet. Cat's 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 or Dexterity modifier, instead of the normal damage for an Unarmed Strike. Cat's Talents. You have Proficiency in two of the following Skills: Acrobatics, Perception, or Stealth. Keen Hearing. You have Advantage on Wisdom (Perception) checks that rely on hearing. Feline Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your Speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns. Feline Quirk. You have one of the following traits of your choice:
- Soft Palms. When you take damage from falling, you reduce the damage you take by 1/4 (as if you had Resistance to nonmagical Bludgeoning Damage).
- Thick Mane. You have Resistance to Cold Damage.