Homebrew Astral Tabaxi Species Details

Astral Tabaxi are like normal Tabaxi, only they have been bewitched by Purrsephone, The Cat Goddess of Chaos.

Purrsephone will choose one Tabaxi at random per year to imbue with her chaotic magic to introduce some spice into the fairly formulaic lives of the Tabaxi people.

Those bewitched by the Goddess have their fur turned black as night with glowing white stars and are forever marked this way by her. Some see this as a blessing, a calling even, but most see it as a horrible curse. Much of their lives are now thrown into chaos since luck, both good and bad, are heavily imbued into their being. Both terrestrial and celestial events will heavily shift to and away from their favor at a moments notice. Living life as a Astral Tabaxi brings no normal days, only very good and very bad days. Due to the aggressively random nature of their lives, you will find these folk at both the highest and lowest end of the spectrum: destitute beggars constantly afflicted with troubles and immensely wealthy lords for which things always seem to go their way. Those who worship the Goddess and embrace the chaos sometimes find a little more favor with her, while those who curse the Goddess will often find themselves in horrible situations.

These Tabaxi are thrill seekers, treasure hunters, and gamblers to the extreme degree. They push their luck and will often insert themselves into situations they do not belong in just to see what will happen. They are wanderers at heart and always looking for the next big thing, especially magical artifacts. They are especially drawn to magical items of power and whimsy, as these are the items that will help them to push their luck even more. You will never find an Astral Tabaxi living in a major city as they would either not survive long, or else they would be executed for causing pandemonium.

Astral Tabaxi Traits

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

Add 2 to DEX and 1 to CHR

Age

Normal Tabaxi have lifespans equivalent to humans, but it is currently unknown if Astral Tabaxi adhere to the same standard. It is believed they would be immortal if it weren’t for them being prone to dying in horrific ways.

Alignment

Astral Tabaxi are required by the laws of nature to be chaotic. Whether they use this chaos for good or evil is up to them.

Size

Tabaxi are typically human sized, but it seems this one is an exception.

Vision of the Goddess

You can see more constellations in the night sky than most and can sometimes detect trails of magic to follow if a spell has been cast recently. You can see in the dark much further than most, but at a cost. Your darkvision is 120ft, but activated permanently, so you see all colors as muted, so you are drawn to wearing outrageously bright colors. You are easily blinded by bright lights, so you have disadvantage on any saving throw against effects that would blind you, and on Perception checks.

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.

Astral Claws

Your claws have been infused with metal from a distant star and are incredibly dangerous. They are natural weapons you can use to make unarmed strikes (1d8 slashing damage) and grant a climbing speed of 30 feet. 

 

Cat's Talent

You have proficiency in the stealth skill.

The Cat's Tongues

You can speak, read, and write Common, Deep Speech, and Celestial.

Outcast

Only lords and powerful wizards know of the existence of the Astral Tabaxi and try to keep it that way. Some have dared to try and harness their power, with mixed results. They bring chaos wherever they go and are therefore not allowed to take permanent residence in major cities. Some even ban them from entering entirely.

9 Lives

Due to their extreme affinity towards violent ends through bad luck and thrill seeking, the Goddess has granted them 9 lives. These lives take the place of death saving throws and resurrection is instantaneous. Death still occurs, but they disintegrate in a flash of starlight and reappear in a safe location nearby at full health. Once the nine lives are expended, death is permanent upon reaching 0 hit points and no death saving throws can be rolled to prevent it.

Luck of the Goddess

When rolling a d20 for any reason, both 1’s and 2’s count as critical failures. Upon critical failure, roll 1d100 and refer to Purrsephone's Furmonenon Chart.

When rolling a d20 for any reason, both 19’s and 20’s count as critical successes/hits. Something very lucky automatically happens to you.

Aquaphobia

As a cat, you have an intense fear of water. You swim very poorly with a speed of 5 and will do anything possible to get out of the water.

Astral Appearance

Black fur with glowing white stars. Even when changing form physically, the black coloring with the glowing white stars will remain.

A constellation of 9 stars will appear somewhere on the body. When a life is lost, a star disappears.

Resurrection Meteor

 After losing a life and upon your resurrection, you can choose your spawn location within 120ft of death and inflict 3d10 Force damage  with 10ft knockback to anyone within 10ft of where you appear who fails a DEX Save of 20 as you rocket like a meteor from the sky and create a crater. If you are inside, a 10x10ft hole is made all the way from the outside to your present location.

Loss of Life

Upon expending all lives, your body becomes a constellation in the night sky granting permanent inspiration (1d6) to your party and anyone who joins it once per long rest.

Purrsephone Furrnomenom

1. You instantly go supernova and explode,
dealing 2d10 Force and 2d10 Fire damage to everything within 60ft
2. No action next turn, vomits 1d100 acid. Caster and everyone within 20ft takes damage
3. Imps appear and try to steal whatever your party is holding. DEX save 15.
4. Caster becomes frightened of a color for 1 hour
5. Spells cost additional bonus action cast time for 1 minute
6. A large boulder travels at a high speed from the closest high point towards you, destroying
everything in its path. Any creature caught in the way makes a DEX save DC15 or else take
5d10 bludgeoning damage.
7. Cast fireball at 3rd level centered on self
8. Curse another player to have to roll on this table on 1s and 2s for 24hrs.
9. Become potted plant until start of next turn
10. The next time the caster speaks, they cast Cone of Fire (Cone of Cold, but fire)
11. Caster trapped in a giant glass ball until smashed. AC15, HP30.
12. Target is cocooned in crystal until someone breaks it
13. Cast confusion centered on self
14. Every attack against you for the next round will be critical hits
15. For 1 minute, moving more than 5ft at a time costs you 1HP/10ft moved.
16. Spells ricochets off target to random creature in 30’ for 1 minute.
17. For 1 minute, flammable touch (not worn/carried)
18. Swarm of rats carry caster 30’ in random direction
19. Cast grease centered on self
20. An ethereal man follows you around for 24hrs hitting you with a spoon
21. The next neutral or friendly NPC you touch is turned into a chicken for 24hrs
22. If target dies in next minute, its ghost haunts caster forever
23. A confused bear appears within 60’ for 1 minute
24. Caster can only speak to animals for 24 hours
25. Caster gets their head stuck in a honey pot. Remove with STR check 15.
26. Caster gains 100 lbs, move speed halved, 1 minute
27. Frightened by nearest creature until end of next turn
28. Caster turns into the last enemy they killed and attacks friends for 1 round.
29. Teleport to the closest hostile creature within 120ft
30. You become a clumsy, bumbling fool and fail all ability checks for 1hr.
31. You are plopped in a large puddle of tar and cannot escape on your own
32. Every creature within 200ft of you must make a WIS saving throw DC10 or else appear 50ft
in the air above where they were previously.
33. Every action you take for the next hour causes you to lose 10GP into a mini black hole.
34. The next damage you do to a creature is mirrored back upon yourself.
35. All hostile creatures turn invisible for 1 minute.
36. Turn all standing liquid within 120ft into lava
37. Weapons in 60’ radius turn to food for 1 minute
38. Gain a giant sheep as a mount that appears underneath you. It has a walking speed of 20ft. and will never leave you unless it is killed.

39. All elemental abilities and spells done within 100ft of you for the next 24hrs are transformed
into necrotic damage.

40. Everything within 20’ pulled 10’ toward caster
41. All resistances and weaknesses of creatures within 120ft are flipped
42. Caster smells like lavender for 1d6 days
43. Glow brightly for 1 minute. Blind others within 5’.
44. Target is transported to Ethereal Plane for 1 minute
45. Caster now knows a new language.
46. A singing bullfrog in a top hat appears and musically narrates the caster’s actions for 24hrs.
47. Unicorn appears within 5’.
48. Caster casts Plant Growth
49. Take flight for 1 minute, but gain disadvantage on attacks as you can only fly upside down
50. You switch bodies with the closest creature to you for 1 minute.
51. A mature oak sprouts in an unoccupied space within 60’
52. Caster grows permanent giant ethereal wings that grant a flying speed of 60.
53. All attacks within 200ft for the next minute have comic book visual effects
54. The closet building is haunted by a poltergeist until the perfect taco is made
55. Creatures within 30’ are stuck in place vs Str DC 15
56. Everyone within 60’ must perform all actions while boogie-ing
57. A male choir follows you around for an hour and sings dramatically.
58. Geyser lifts caster 50’ in air until start of next turn
59. Caster sees everyone as a decaying corpse for 24h
60. An asteroid falls from the sky and lands a few miles away
61. For 1 minute, can only shout when speaking
62. Grass instantly sprouts to 3’ tall within 20’, 1 minute
63. Cast fog cloud centered on self
64. Caster’s arms become tentacles for 1 minute
65. Cast fly on random creature within 60’
66. Roll on this table every round for 1 minute
67. A modron appears within 5 feet for one minute
68. Gain a Spectral Shield that provides +2AC for 24 hours
69. You have the biggest dick in the room. +5 on all Charisma skill checks for 24hrs.
70. The last creature to deal damage to another is knocked prone for 1min
71. A unicorn named Horny Dave appears nearby and won’t leave until
you answer his pervy riddle correctly.
72. All of the effects of your vocal and musical abilities are doubled,
while all the rest are halved for 1min.
73. Any fire within 1 mile is extinguished
74. All projectiles shot or cast within 200ft are turned into
farm animals with bludgeoning damage.
75. 1d10 Black kittens run out from nearby crevasses and scratch or grapple their nearest available target for 1d4 turns
76. A rain cloud follows you around for 24 hours
77. Become magnetized and all metal within 30ft is drawn to your body for 1hr.
78. A swarm of butterflies appears and heals all creatures (friendly or otherwise) within 120ft for 1d10.
79. You are mute for 1d4 rounds
80. You have terrible gas for the next 24 hours
81. One of target’s eyes is replaced by a 500 GP diamond. If there is no target, your own eye is replaced.
82. All liquid within 1 mile is turned to blood.
83. You are super drunk for the next day.
84. Replace the next d20 you roll with a d10.
85. You become invisible for 12 seconds and can only make Reactions or Opportunity Attacks.
86. Everyone within 60ft of you feels suddenly very sad and lose all Inspiration and Bardic Inspiration.
87. You fall in love with the nearest inanimate, but living object, but so does your target (or the person closest to you) and that makes you both angry. You both gain advantage on all rolls made against each other except persuasion or deception rolls which have disadvantage. If one of you successfully persuade, deceive, or kill/incapacitate the other, the effect ends.
88. Everyone within 60ft, including you, abruptly speaks their terrible secrets.
89. You forget all spells for 1d4 turns and only remember Cantrips.
90. Cast polymorph at the highest challenge rating on self with instant success.
91. Take one additional action immediately
92. Become invisible/silent for 1 minute or till atk/cast
93. For next minute, teleport up to 20’ as bonus action
94. Next time you reach 1 hit points, explode for 5d10 Thunder dmg in 30ft radius &regain all HP.
95. All of caster’s coins upgrade to the next tier.
96. 1d100 diamonds worth 300gp rain from the sky centered on caster.
97. Regain all expended slots of any kind
98. Grab a star from the heavens and launch it at any target. Deals 1d100 damage.
99. Cast the spell Wish
100. Gain one life back

Free Spirit

You can move through the space of any creature that is of a size larger than yours.

Cat's Grace

You take half of the damage you would normally take from falls.

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