Was looking forward to playing a Tibbit in 5e, only to find they'd been phased out! Here's my draft attempt at bringing 'em back! "Tibbit" is (c) and (TM) WOTC. I make no claims that the term or concept is mine! Kudos to WOTC! I've put my own spin on 'em, though. Hope y'all like!
Taishiko
-------------------- Catfolk. Werecats. Tibbits. No one knows where Tibbits came from or how they got their powers, but these rare humanoids can change into domestic cats pretty much at will. The largest cities may host a family or two, but outside of those, a Tibbit can go her whole life without running into another Tibbit who isn't immediate family. They are often misunderstood and distrusted by their non-Tibbit neighbors, especially the ones who associate shapeshifting with the curse of lycanthropy (or doppelgangers); so it's no surprise they either stay in cat form most of the time or hide their true nature from any humanoid companions until they've come to trust them. Ten percent of Tibbits retain feline characteristics in their humanoid forms (the DM should roll d6: 1 -- cat eyes; 2 -- cat ears; 3 -- fur; 4 -- tabby markings; 5 -- a tail; 6 -- whiskers). These Tibbits should hide these characteristics from outsiders if they can, or, if that can't work, have a plausible explanation to deflect suspicion.
All Tibbits have a kittenhood name bestowed by their parents and usually describing some physical characteristic, habit, or personality trait. They are generally unisex and are names like Softpaw, Greeneyes, Thick-Tail, White Blotches, Longwhiskers, Many Stripes, Pouncer, Calico, Truestriker, Bird-Eater, Lazybones, Hard-to-Kill, Takes-Naps-in-Sunlight, Plays-with-his-Food, Shadeseeker, Fears-Thunder, Lizardcatcher, or Fluffybutt. This is a secret name; each Tibbit adopts a public name after s/he is weaned but before puberty, as s/he interacts with the surrounding culture. People-watching is a Tibbit obsession; and each Tibbit picks up more nuances of the culture than one would expect, including language(s). People are unguarded around the cat, after all...as long as they don't know the cat is really a Tibbit!
Lazy, complacent, secretive, and independent, Tibbits have a hunter's instincts and a natural curiousity about other humanoids and their ways -- a very popular topic of discussion among Tibbit families. Some are adopted into households that never know their true nature; others scrounge for survival in the byways and alleyways (or the wilderness); still others take up the adventurer's mantle, although those last must undertake training in their humanoid form -- a sometimes-risky proposition!
What is your background? Were you adopted into a household? If you were, do they know your secret? If they do, how did they react? Did they accept you for what you were or kick you out for deceiving them? Do you still feel obligated to them? Or were you a feral cat, living on the edge of civilization, or perhaps the wilds? How did you receive your training? Are you still on good terms with your trainer(s)? Are you still trading information and observations with your family? If you're open about being a shapeshifter, how did your family react? If your nature is still a secret, how are you planning to keep it that way?
T I B B E T T R A I T S
ABILITY SCORE INCREASE. Your Dexterity is +2, and you can add +1 to either Intelligence or Charisma
AGE. You reached adulthood at ten and can live up to 140 years.
ALIGNMENT. Most Tibbits are neutral with chaotic tendencies. Player characters can be any alignment and any class, though Tibbits are well-suited to being Rogues, especially Spies and Investigators. Tibbit Sorcerers often claim descent from the Cat Lord's or Bast's minions, but who knows if they're telling the truth?
SIZE. Your size is Medium. You are between four-and-a-half and five-feet-four inches and can weight from eighty to one hundred thirty pounds.
SPEED. Your base speed is 30.
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.
NATURAL HUNTER. You have the SURVIVAL skill, and can live indefinitely off of prey that is smaller than your cat form, if such is available.
SHIFTER'S HEALING. If you are not at full Hit Points when you change form, you regain a Hit Die, even if you have no Hit Dice left to spend. You cannot do this again until you complete a short or long rest.
POLYMORPH RESISTANCE. You have Advantage on saving throws vs. *Baleful Polymorph* and other spells that would make you change form.
INVOLUNTARY SHAPESHIFTING. Sometimes you shapeshift under extreme stress. If you roll a natural 1 on a save vs your Constitution, or against your Dexterity to avoid an area affect, you are forced into your other form. You cannot attempt to change back until after you complete a short or long rest. (The D.M. has discretion about asking you to save during other stressors as well!).
CAT FORM. You retain your stats, AC, and equipment, which changes with you, but cannot speak humanoid languages, manipulate objects, or do anything a cat can't do while in this form. You can still speak Feline and cast spells that only have Somatic components. You can also still concentrate on a spell if you cast it before shifting. See -----CAT FORM----- below for specifics.
LANGUAGES. You speak and write Common, and speak Feline. If you were adopted into a humanoid household, you may have learned some of their languages, if any. You know any languages included with your class.
SUBRACES: None. All Tibbits resemble domestic cats. Choose what your cat form looks like on character generation. It will always look the same.
-----CAT FORM:-----
You retain SHIFTER'S HEALING and POLYMORPH RESISTANCE, just as in your humanoid form, but your DARKVISION increases to 120'. You still have SURVIVAL.
SIZE. Your size is Tiny.
SPEED. Your base speed increases to 40 feet, and you gain a Climbing Speed of 30' if you can find purchase with your claws and/or jump from platform to platform. You cannot climb sheer walls unless they are made of a material your claws can pierce.
PROFICIENCY GAINS. You gain STEALTH and PERCEPTION while in this form, if you don't already have them, and have Advantage on Perception checks involving smell.
FALLING DAMAGE RESISTANCE. If you fall, you always land on your feet, and you can attempt a Save vs. Dexterity to take half damage.
MELEE. You lose any ability to use weapons while in cat form, but you can attempt to rake with your claws (1-2/1-2) and/or bite (d4). You can add your Dexterity bonus to "to hit" rolls or your Strength bonus to Damage rolls, but not both. -------------------- D.M. Notes. The D.M. also has the discretion to enforce a one-Tibbit-per-party rule.
I don't know how much of this is just a direct translation of the original Tibbit race, but overall it seems mostly balanced, but I have a few notes.
Natural Hunter is worded a little weirdly. I think if we're updating this to 5e it would be worded more like, "You Have Proficiency in the Survival Skill. You only need to consume 1/4 the amount of food normally necessary for survival" I think I, personally would add some information about how it's meant to be the amount of food your cat form needs, but most 5e races leave out a lot of flavor in their ability descriptions and just talk about what, mechanically, each one does.
Polymorph Resistance is unnecessary... you could just give this race the "Shape Changer" feature... Polymorph, by default, does not work on any creature with the Shape Changer feature in their statblock.
I'm not sure I understand how Shifter's Healing works. This seems to imply that you regain one use of a Hit Die, but also the wording leads me to believe instead that you can spend a hit die to heal yourself. Overall I think this feature feels unnecessary... but if we're to keep this I think I would change it to, "When you use your Shape Changer feature, you can expend one hit die, rolling the die and healing HP equal to the number rolled, plus your Constitution Modifier. You cannot use this feature again until you complete a Short or Long Rest". I know that the description is just repeating how Hit Dice work, but since this isn't actually a short rest it's technically working differently than intended. Look at the Autognome Race, which has a similar ability to heal with Hit Dice outside of short rests, and it's worded similarly.
Cat Form, I feel, should change to just be called "Shape Changer" to qualify for the Polymorph protection. I think this is how I would word this feature:
"Shape Changer - As an action, you can shift into the form of a domestic housecat.
* When shifted, you retain your Ability Scores and skills, and your clothing/armor morphs to fit your new form. While in cat form you cannot speak, perform actions that require hands, or cast spells that require Vocal or Material components, but can maintain concentration on spells.
* Your size becomes tiny, and your walking speed increases by 10 feet, and you gain a Climbing Speed equal to your walking speed.
* Your Darkvision increases to 120'
* When you make a Dexterity (Stealth) or Wisdom (Perception) check, you add your Proficiency Bonus if you are not already Proficient with those skills. You also have Advantage on Wisdom (Perception) checks made using smell.
* You do not take fall damage from heights of 30 feet or lower, and have resistance to fall damage
* Your Claws are Natural Weapons with which you are proficient. Your claws are considered Finesse Weapons with a 1d4 damage die which deals slashing damage
You remain in Cat Form until you use an action to change back to humanoid form. If you are reduced to zero hp or killed you remain in whichever form you were in at the time."
The Cat Form retains most of your stats, so it's not necessary to treat it like a new stat block or anything. I don't know if this race is meant to only shift forms from their Involuntary Shapeshifting feature, but assuming it's meant to be something that can be done willingly, I included rules for how to transform to and from Cat form. I think technically you don't actually have to state that you can concentrate on spells... unless a feature says you can't, then you can always concentrate on spells. But I still think it's good to include that just so people know for certain. Other than that it's mostly just rewording stuff to sound more like how it's generally worded in 5e stuff... I tried to make Fall Damage rule more universal. I also tried to just give stats for the claws... I think it'd be normal for a creature form like this to just have the one weapon, instead of treating the claws and teeth as separate weapons with different stats. If one of the weapons is just 100% worse than the other and there's no special rules or anything for how they can use it, the player will always just pick the better option, so there's no reason to even bother giving them both.
Many thanks to Transmorpher DDS for their feedback! 2nd draft:
Taishiko
--------------------
Catfolk. Catweres. Tibbits. No one knows where Tibbits came from or how they got their powers, but these rare humanoids can change into domestic cats pretty much at will. The largest cities may host a family or two, but outside of those, a Tibbit can go her whole life without running into another Tibbit who isn't immediate family. They are often misunderstood and distrusted by their non-Tibbit neighbors, especially the ones who associate shapeshifting with the curse of lycanthropy (or doppelgangers); so it's no surprise they either stay in cat form most of the time or hide their true nature from any humanoid companions until they've come to trust them. Ten percent of Tibbits retain feline characteristics in their humanoid forms (the DM should roll d6: 1 -- cat eyes; 2 -- cat ears; 3 -- fur; 4 -- tabby markings; 5 -- a tail; 6 -- whiskers). These Tibbits should hide these characteristics from outsiders if they can, or, if that can't work, have a plausible explanation to deflect suspicion.
All Tibbits have a kittenhood name bestowed by their parents and usually describing some physical characteristic, habit, or personality trait. They are generally unisex and are names like Softpaw, Greeneyes, Thick-Tail, White Blotches, Longwhiskers, Many Stripes, Pouncer, Calico, Truestriker, Bird-Eater, Lazybones, Hard-to-Kill, Takes-Naps-in-Sunlight, Plays-with-his-Food, Shadeseeker, Fears-Thunder, Lizardcatcher, or Fluffybutt. This is a secret name; each Tibbit adopts a public name after s/he is weaned but before puberty, as s/he interacts with the surrounding culture. People-watching is a Tibbit obsession; and each Tibbit picks up more nuances of the culture than one would expect, including language(s). People are unguarded around the cat, after all...as long as they don't know the cat is really a Tibbit!
Lazy, complacent, secretive, and independent, Tibbits have a hunter's instincts and a natural curiousity about other humanoids and their ways -- a very popular topic of discussion among Tibbit families. Some are adopted into households that never know their true nature; others scrounge for survival in the byways and alleyways (or the wilderness); still others take up the adventurer's mantle, although those last must undertake training in their humanoid form -- a sometimes-risky proposition!
What is your background? Were you adopted into a household? If you were, do they know your secret? If they do, how did they react? Did they accept you for what you were or kick you out for deceiving them? Do you still feel obligated to them? Or were you a feral cat, living on the edge of civilization, or perhaps the wilds? How did you receive your training? Are you still on good terms with your trainer(s)? Are you still trading information and observations with your family? If you're open about being a shapeshifter, how did your family react? If your nature is still a secret, how are you planning to keep it that way?
T I B B E T T R A I T S
ABILITY SCORE INCREASE. Your Dexterity is +2, and you can add +1 to either Intelligence or Charisma
AGE. You reached adulthood at ten and can live up to 140 years.
ALIGNMENT. Most Tibbits are neutral with chaotic tendencies. Player characters can be any alignment and any class, though Tibbits are well-suited to being Rogues, especially Spies and Investigators. Tibbit Sorcerers often claim descent from the Cat Lord's or Bast's minions, but who knows if they're telling the truth?
SIZE. Your size is Medium. You are between four-and-a-half and five-feet-four inches and can weight from eighty to one hundred thirty pounds.
SPEED. Your base speed is 30.
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.
SHAPECHANGER. As an action, you can shift into the form of a domestic housecat. You remain in cat form until you use an action to change back to humanoid form. If you are reduced to zero hp or killed you remain in whichever form you were in at the time.
* When shifted, you retain your Ability Scores and skills, and your clothing/armor morphs to fit your new form. While in cat form you cannot speak any language other than Feline, perform actions that require hands, or cast spells that require Vocal or Material components, but can maintain concentration on spells.
* Your size becomes tiny, your walking speed increases by 10 feet, and you gain a Climbing Speed equal to your walking speed. You cannot climb sheer walls unless they're made of a material your claws can pierce.
* Your Darkvision increases to 120'
* When you make a Dexterity (Stealth) or Wisdom (Perception) check, you add your Proficiency Bonus if you are not already Proficient with those skills. You also have Advantage on Wisdom (Perception) checks made using smell.
* You do not take fall damage from heights of 30 feet or lower, and have resistance to fall damage. You roll vs. your Dexterity to take half or quarter damage from falling. You always land on your feet.
* Your Claws are Natural Weapons with which you are proficient. Your claws are considered Finesse Weapons with a 1d4 damage die which deals slashing damage
NATURAL HUNTER. You Have Proficiency in the Survival Skill. You only need to consume 1/4 the amount of food normally necessary for survival as long as you remain in cat form.
SHIFTER'S HEALING. When you use your Shapechanger feature, you can expend one hit die, rolling the die and healing HP equal to the number rolled, plus your Constitution Modifier. You cannot use this feature again until you complete a Short or Long Rest.
INVOLUNTARY SHAPESHIFTING. Sometimes you shapeshift under extreme stress. If you roll a natural 1 on a save vs your Constitution, or against your Dexterity to avoid an area affect, you are forced into your other form. You cannot attempt to change back until after you complete a short or long rest. (The D.M. has discretion about asking you to save during other stressors as well!).
LANGUAGES. You speak and write Common, and speak Feline. If you were adopted into a humanoid household, you may have learned some of their languages, if any. You know any languages included with your class.
SUBRACES: None. All Tibbits resemble domestic cats. Choose what your cat form looks like on character generation. It will always look the same.
-------------------- D.M. Notes. The D.M. also has the discretion to enforce a one-Tibbit-per-party rule.
Acknowledgements: Many thanks to Transmorpher DDS!
I'm glad I could help! The race seemed to make sense already; I think it mostly just needed some help making sure the wording was compatible with how 5e is generally written.
Was looking forward to playing a Tibbit in 5e, only to find they'd been phased out! Here's my draft attempt at bringing 'em back! "Tibbit" is (c) and (TM) WOTC. I make no claims that the term or concept is mine! Kudos to WOTC! I've put my own spin on 'em, though. Hope y'all like!
Taishiko
--------------------
Catfolk. Werecats. Tibbits. No one knows where Tibbits came from or how they got their powers, but these rare humanoids can change into domestic cats pretty much at will. The largest cities may host a family or two, but outside of those, a Tibbit can go her whole life without running into another Tibbit who isn't immediate family. They are often misunderstood and distrusted by their non-Tibbit neighbors, especially the ones who associate shapeshifting with the curse of lycanthropy (or doppelgangers); so it's no surprise they either stay in cat form most of the time or hide their true nature from any humanoid companions until they've come to trust them. Ten percent of Tibbits retain feline characteristics in their humanoid forms (the DM should roll d6: 1 -- cat eyes; 2 -- cat ears; 3 -- fur; 4 -- tabby markings; 5 -- a tail; 6 -- whiskers). These Tibbits should hide these characteristics from outsiders if they can, or, if that can't work, have a plausible explanation to deflect suspicion.
All Tibbits have a kittenhood name bestowed by their parents and usually describing some physical characteristic, habit, or personality trait. They are generally unisex and are names like Softpaw, Greeneyes, Thick-Tail, White Blotches, Longwhiskers, Many Stripes, Pouncer, Calico, Truestriker, Bird-Eater, Lazybones, Hard-to-Kill, Takes-Naps-in-Sunlight, Plays-with-his-Food, Shadeseeker, Fears-Thunder, Lizardcatcher, or Fluffybutt. This is a secret name; each Tibbit adopts a public name after s/he is weaned but before puberty, as s/he interacts with the surrounding culture. People-watching is a Tibbit obsession; and each Tibbit picks up more nuances of the culture than one would expect, including language(s). People are unguarded around the cat, after all...as long as they don't know the cat is really a Tibbit!
Lazy, complacent, secretive, and independent, Tibbits have a hunter's instincts and a natural curiousity about other humanoids and their ways -- a very popular topic of discussion among Tibbit families. Some are adopted into households that never know their true nature; others scrounge for survival in the byways and alleyways (or the wilderness); still others take up the adventurer's mantle, although those last must undertake training in their humanoid form -- a sometimes-risky proposition!
What is your background? Were you adopted into a household? If you were, do they know your secret? If they do, how did they react? Did they accept you for what you were or kick you out for deceiving them? Do you still feel obligated to them? Or were you a feral cat, living on the edge of civilization, or perhaps the wilds? How did you receive your training? Are you still on good terms with your trainer(s)? Are you still trading information and observations with your family? If you're open about being a shapeshifter, how did your family react? If your nature is still a secret, how are you planning to keep it that way?
T I B B E T T R A I T S
ABILITY SCORE INCREASE. Your Dexterity is +2, and you can add +1 to either Intelligence or Charisma
AGE. You reached adulthood at ten and can live up to 140 years.
ALIGNMENT. Most Tibbits are neutral with chaotic tendencies. Player characters can be any alignment and any class, though Tibbits are well-suited to being Rogues, especially Spies and Investigators. Tibbit Sorcerers often claim descent from the Cat Lord's or Bast's minions, but who knows if they're telling the truth?
SIZE. Your size is Medium. You are between four-and-a-half and five-feet-four inches and can weight from eighty to one hundred thirty pounds.
SPEED. Your base speed is 30.
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.
NATURAL HUNTER. You have the SURVIVAL skill, and can live indefinitely off of prey that is smaller than your cat form, if such is available.
SHIFTER'S HEALING. If you are not at full Hit Points when you change form, you regain a Hit Die, even if you have no Hit Dice left to spend. You cannot do this again until you complete a short or long rest.
POLYMORPH RESISTANCE. You have Advantage on saving throws vs. *Baleful Polymorph* and other spells that would make you change form.
INVOLUNTARY SHAPESHIFTING. Sometimes you shapeshift under extreme stress. If you roll a natural 1 on a save vs your Constitution, or against your Dexterity to avoid an area affect, you are forced into your other form. You cannot attempt to change back until after you complete a short or long rest. (The D.M. has discretion about asking you to save during other stressors as well!).
CAT FORM. You retain your stats, AC, and equipment, which changes with you, but cannot speak humanoid languages, manipulate objects, or do anything a cat can't do while in this form. You can still speak Feline and cast spells that only have Somatic components. You can also still concentrate on a spell if you cast it before shifting. See -----CAT FORM----- below for specifics.
LANGUAGES. You speak and write Common, and speak Feline. If you were adopted into a humanoid household, you may have learned some of their languages, if any. You know any languages included with your class.
SUBRACES: None. All Tibbits resemble domestic cats. Choose what your cat form looks like on character generation. It will always look the same.
-----CAT FORM:-----
You retain SHIFTER'S HEALING and POLYMORPH RESISTANCE, just as in your humanoid form, but your DARKVISION increases to 120'. You still have SURVIVAL.
SIZE. Your size is Tiny.
SPEED. Your base speed increases to 40 feet, and you gain a Climbing Speed of 30' if you can find purchase with your claws and/or jump from platform to platform. You cannot climb sheer walls unless they are made of a material your claws can pierce.
PROFICIENCY GAINS. You gain STEALTH and PERCEPTION while in this form, if you don't already have them, and have Advantage on Perception checks involving smell.
FALLING DAMAGE RESISTANCE. If you fall, you always land on your feet, and you can attempt a Save vs. Dexterity to take half damage.
MELEE. You lose any ability to use weapons while in cat form, but you can attempt to rake with your claws (1-2/1-2) and/or bite (d4). You can add your Dexterity bonus to "to hit" rolls or your Strength bonus to Damage rolls, but not both.
--------------------
D.M. Notes. The D.M. also has the discretion to enforce a one-Tibbit-per-party rule.
I don't know how much of this is just a direct translation of the original Tibbit race, but overall it seems mostly balanced, but I have a few notes.
Natural Hunter is worded a little weirdly. I think if we're updating this to 5e it would be worded more like, "You Have Proficiency in the Survival Skill. You only need to consume 1/4 the amount of food normally necessary for survival" I think I, personally would add some information about how it's meant to be the amount of food your cat form needs, but most 5e races leave out a lot of flavor in their ability descriptions and just talk about what, mechanically, each one does.
Polymorph Resistance is unnecessary... you could just give this race the "Shape Changer" feature... Polymorph, by default, does not work on any creature with the Shape Changer feature in their statblock.
I'm not sure I understand how Shifter's Healing works. This seems to imply that you regain one use of a Hit Die, but also the wording leads me to believe instead that you can spend a hit die to heal yourself. Overall I think this feature feels unnecessary... but if we're to keep this I think I would change it to, "When you use your Shape Changer feature, you can expend one hit die, rolling the die and healing HP equal to the number rolled, plus your Constitution Modifier. You cannot use this feature again until you complete a Short or Long Rest". I know that the description is just repeating how Hit Dice work, but since this isn't actually a short rest it's technically working differently than intended. Look at the Autognome Race, which has a similar ability to heal with Hit Dice outside of short rests, and it's worded similarly.
Cat Form, I feel, should change to just be called "Shape Changer" to qualify for the Polymorph protection. I think this is how I would word this feature:
"Shape Changer - As an action, you can shift into the form of a domestic housecat.
* When shifted, you retain your Ability Scores and skills, and your clothing/armor morphs to fit your new form. While in cat form you cannot speak, perform actions that require hands, or cast spells that require Vocal or Material components, but can maintain concentration on spells.
* Your size becomes tiny, and your walking speed increases by 10 feet, and you gain a Climbing Speed equal to your walking speed.
* Your Darkvision increases to 120'
* When you make a Dexterity (Stealth) or Wisdom (Perception) check, you add your Proficiency Bonus if you are not already Proficient with those skills. You also have Advantage on Wisdom (Perception) checks made using smell.
* You do not take fall damage from heights of 30 feet or lower, and have resistance to fall damage
* Your Claws are Natural Weapons with which you are proficient. Your claws are considered Finesse Weapons with a 1d4 damage die which deals slashing damage
You remain in Cat Form until you use an action to change back to humanoid form. If you are reduced to zero hp or killed you remain in whichever form you were in at the time."
The Cat Form retains most of your stats, so it's not necessary to treat it like a new stat block or anything. I don't know if this race is meant to only shift forms from their Involuntary Shapeshifting feature, but assuming it's meant to be something that can be done willingly, I included rules for how to transform to and from Cat form. I think technically you don't actually have to state that you can concentrate on spells... unless a feature says you can't, then you can always concentrate on spells. But I still think it's good to include that just so people know for certain. Other than that it's mostly just rewording stuff to sound more like how it's generally worded in 5e stuff... I tried to make Fall Damage rule more universal. I also tried to just give stats for the claws... I think it'd be normal for a creature form like this to just have the one weapon, instead of treating the claws and teeth as separate weapons with different stats. If one of the weapons is just 100% worse than the other and there's no special rules or anything for how they can use it, the player will always just pick the better option, so there's no reason to even bother giving them both.
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Wow, thank you! I'm new to 5e!
Many thanks to Transmorpher DDS for their feedback! 2nd draft:
Taishiko
--------------------
Catfolk. Catweres. Tibbits. No one knows where Tibbits came from or how they got their powers, but these rare humanoids can change into domestic cats pretty much at will. The largest cities may host a family or two, but outside of those, a Tibbit can go her whole life without running into another Tibbit who isn't immediate family. They are often misunderstood and distrusted by their non-Tibbit neighbors, especially the ones who associate shapeshifting with the curse of lycanthropy (or doppelgangers); so it's no surprise they either stay in cat form most of the time or hide their true nature from any humanoid companions until they've come to trust them. Ten percent of Tibbits retain feline characteristics in their humanoid forms (the DM should roll d6: 1 -- cat eyes; 2 -- cat ears; 3 -- fur; 4 -- tabby markings; 5 -- a tail; 6 -- whiskers). These Tibbits should hide these characteristics from outsiders if they can, or, if that can't work, have a plausible explanation to deflect suspicion.
All Tibbits have a kittenhood name bestowed by their parents and usually describing some physical characteristic, habit, or personality trait. They are generally unisex and are names like Softpaw, Greeneyes, Thick-Tail, White Blotches, Longwhiskers, Many Stripes, Pouncer, Calico, Truestriker, Bird-Eater, Lazybones, Hard-to-Kill, Takes-Naps-in-Sunlight, Plays-with-his-Food, Shadeseeker, Fears-Thunder, Lizardcatcher, or Fluffybutt. This is a secret name; each Tibbit adopts a public name after s/he is weaned but before puberty, as s/he interacts with the surrounding culture. People-watching is a Tibbit obsession; and each Tibbit picks up more nuances of the culture than one would expect, including language(s). People are unguarded around the cat, after all...as long as they don't know the cat is really a Tibbit!
Lazy, complacent, secretive, and independent, Tibbits have a hunter's instincts and a natural curiousity about other humanoids and their ways -- a very popular topic of discussion among Tibbit families. Some are adopted into households that never know their true nature; others scrounge for survival in the byways and alleyways (or the wilderness); still others take up the adventurer's mantle, although those last must undertake training in their humanoid form -- a sometimes-risky proposition!
What is your background? Were you adopted into a household? If you were, do they know your secret? If they do, how did they react? Did they accept you for what you were or kick you out for deceiving them? Do you still feel obligated to them? Or were you a feral cat, living on the edge of civilization, or perhaps the wilds? How did you receive your training? Are you still on good terms with your trainer(s)? Are you still trading information and observations with your family? If you're open about being a shapeshifter, how did your family react? If your nature is still a secret, how are you planning to keep it that way?
T I B B E T T R A I T S
ABILITY SCORE INCREASE. Your Dexterity is +2, and you can add +1 to either Intelligence or Charisma
AGE. You reached adulthood at ten and can live up to 140 years.
ALIGNMENT. Most Tibbits are neutral with chaotic tendencies. Player characters can be any alignment and any class, though Tibbits are well-suited to being Rogues, especially Spies and Investigators. Tibbit Sorcerers often claim descent from the Cat Lord's or Bast's minions, but who knows if they're telling the truth?
SIZE. Your size is Medium. You are between four-and-a-half and five-feet-four inches and can weight from eighty to one hundred thirty pounds.
SPEED. Your base speed is 30.
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.
SHAPECHANGER. As an action, you can shift into the form of a domestic housecat. You remain in cat form until you use an action to change back to humanoid form. If you are reduced to zero hp or killed you remain in whichever form you were in at the time.
* When shifted, you retain your Ability Scores and skills, and your clothing/armor morphs to fit your new form. While in cat form you cannot speak any language other than Feline, perform actions that require hands, or cast spells that require Vocal or Material components, but can maintain concentration on spells.
* Your size becomes tiny, your walking speed increases by 10 feet, and you gain a Climbing Speed equal to your walking speed. You cannot climb sheer walls unless they're made of a material your claws can pierce.
* Your Darkvision increases to 120'
* When you make a Dexterity (Stealth) or Wisdom (Perception) check, you add your Proficiency Bonus if you are not already Proficient with those skills. You also have Advantage on Wisdom (Perception) checks made using smell.
* You do not take fall damage from heights of 30 feet or lower, and have resistance to fall damage. You roll vs. your Dexterity to take half or quarter damage from falling. You always land on your feet.
* Your Claws are Natural Weapons with which you are proficient. Your claws are considered Finesse Weapons with a 1d4 damage die which deals slashing damage
NATURAL HUNTER. You Have Proficiency in the Survival Skill. You only need to consume 1/4 the amount of food normally necessary for survival as long as you remain in cat form.
SHIFTER'S HEALING. When you use your Shapechanger feature, you can expend one hit die, rolling the die and healing HP equal to the number rolled, plus your Constitution Modifier. You cannot use this feature again until you complete a Short or Long Rest.
INVOLUNTARY SHAPESHIFTING. Sometimes you shapeshift under extreme stress. If you roll a natural 1 on a save vs your Constitution, or against your Dexterity to avoid an area affect, you are forced into your other form. You cannot attempt to change back until after you complete a short or long rest. (The D.M. has discretion about asking you to save during other stressors as well!).
LANGUAGES. You speak and write Common, and speak Feline. If you were adopted into a humanoid household, you may have learned some of their languages, if any. You know any languages included with your class.
SUBRACES: None. All Tibbits resemble domestic cats. Choose what your cat form looks like on character generation. It will always look the same.
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D.M. Notes. The D.M. also has the discretion to enforce a one-Tibbit-per-party rule.
Acknowledgements: Many thanks to Transmorpher DDS!
I'm glad I could help! The race seemed to make sense already; I think it mostly just needed some help making sure the wording was compatible with how 5e is generally written.
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