Tabaxi

Basic Information

Anatomy

The tabaxi are humanoid, with two arms, and standing on two legs. They have long, thin tails, feline ears, and sharp, retractable claws.

Additional Information

Facial characteristics

Tabaxi have soft round features. They have cat like whiskers on their cheeks, and feline ears on the top of their heads.

Perception and Sensory Capabilities

Tabaxi have highly sensitive hearing and smelling, as well as keen eyes that allow them to see in the dark.

Civilization and Culture

Major Organizations

Lifespan
80 years
Average Height
1.5-1.8m or 5-6ft
Average Weight
68kg or 150lbs
Body Tint, Colouring and Marking
Their skin color tends to be in the same ranges as humans, and their hair ranges from orange to brown to black. Many have multiple colors of hair.

Tabaxi

Hailing from a strange and distant land, wandering tabaxi are catlike humanoids driven by curiosity to collect interesting artifacts, gather tales and stories, and lay eyes on all the world's wonders. Ultimate travelers, 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.
ability score increase: Your Dexterity score increases by 2.
age: Tabaxi have lifespans equivalent to humans.
alignment: -
Size: Medium
speed: 30ft
Languages: You can speak, read, and write Common and one other language of your choice.
race features:
Darkvision. You have a cat's keen senses, especially in the dark. 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.
Cat's Claws. Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Chedori

Ability Score Increase. Your Constitution score increases by 1.
Feline Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
Reflexive Pursuit. When an enemy that you can see within 60 feet uses the Dash action, you may use your reaction to move up to your speed toward it. Additionally, if you end this movement within 5 feet of a creature, you may attempt to shove that creature. You may use this trait a number of times equal to your Constitution modifier (minimum 1), and you regain all expended uses when you complete a long rest.
Athletic Prowess. You have proficiency in the Athletics skill.

Jaguon

Ability Score Increase. Your Intelligence score increases by 1.
Clever Stalker. You have proficiency in the Investigation and Stealth skills. Additionally, you can give yourself a bonus to your Dexterity (Stealth) rolls equal to your Intelligence modifier.
Clever Linguist. Due to your clever nature, you can speak, read, and write one additional language of your choice.
Ambush Predator. If you surprise a creature and hit it with an attack during the first round of combat, the attack inflicts an additional 2d4 damage. This damage increases by 1d4 when you reach 6th level (3d4), 11th level (4d4), and 16th level (5d4).

Leonid

Ability Score Increase. Your Charisma score increases by 1.
Naturally Social. As an inherently social creature, you can speak, read, and write two additional languages of your choice.
Triumphant Roar. You have the ability to roar mightily in order to motivate your allies or demoralize your foes. To bolster your allies, you can use a bonus action to inspire them with a stirring roar. Choose a number of creatures up to your Charisma modifier (minimum 1) that you can see within 30 feet. Until the end of your next turn, the selected creatures each gain advantage on their next attack roll. Alternatively, you can instead roar menacingly to weaken your foes’ resolve. By using a bonus action, you can force all creatures hostile to you within 15 feet to make a Wisdom saving throw. The DC for this saving throw equals 8 + your proficiency bonus + your Charisma modifier. On a failure, a creature is frightened of you until the end of your next turn. A creature that cannot hear you is unaffected by either of this trait’s effects. After you use either form of this trait, you cannot use this trait again until you complete a short or long rest.

Taghrit

Ability Score Increase. Your Wisdom score increases by 1.
Silent Threat. You have proficiency in the Stealth skill.
Predator’s Cunning. Superior awareness and cunning help you seize the initiative in dangerous situations. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.
Lone Hunter. You can use this feature to cast the hunter’s mark spell once, requiring no material components. You regain the ability to cast it in this way when you finish a long rest. Your spellcasting ability for this spell is Wisdom.

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