Homebrew Astral Tabaxi Species Details

Tabaxi with Astral Traits

Astral Tabaxi Traits

Astral Traits

First Strike

Hesitation is a weakness that you’ve learned to take deadly advantage of. When you hit a creature that hasn’t taken a turn in the combat yet, your attack deals an extra 2d6 damage. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. 

Strong Strike. If you take this trait twice, you can maximize extra damage dice from First Strike, rather than rolling. You can’t use this feature again until you finish a long rest

Skirmish Tactics

You are able to strike your opponents and quickly move out of reach before they can retaliate. When you hit a hostile creature with a weapon attack, opportunity attacks against you by that creature are made with disadvantage until the end of your turn.

Master of Distraction

You’re willing to support your allies by putting yourself in harm’s way. As an action, you put on a tactical display (bravado, cowardice, confusion, or some other tactic) that gets your enemies’ attention. Until the end of your next turn, any attack on an enemy within 10 feet of you that can see you has advantage. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

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.

Burst of Speed

Your sprinting ability is something that few can contend with. When you move on your turn, you can double your speed until the end of your turn. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Friendly Ear

By conversing with a creature for at least 1 minute, you can attempt to charm them. The creature must succeed on a Wisdom saving throw, the DC of which equals 8 + your Charisma modifier + your proficiency bonus, or be charmed by you for one hour. You also learn one piece of information that the target knows that relates to the topic of your conversation, at the GM’s discretion. Regardless of whether or not the target makes the save, they remain unaware of your attempt. Once you use this feature, you cannot use it again until you complete a short or long rest.

Persuasive Knack

You gain proficiency in the Persuasion skill.

Inborn Perception

You gain proficiency in the Perception skill.

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