Homebrew Feral Tabaxi Species Details
While most Tabaxi live together in clans you are a more solitary, wilder cousin. Some might refer to you as a hermit, someone that has turned their back on society, but in reality you were never part of society to begin with. You've held onto your animalistic roots and find it difficult to function in crowded places.
Tabaxi are normally very agile and you put them to shame. You can survive a fall from nearly any height and are able to leap several times your own.
Due to your isolation and self reliance you gain a bonus to Wisdom instead on Charisma.
Feral Tabaxi Traits
Tabaxi are normally very agile and you put them to shame. You can survive a fall from nearly any height and are able to leap several times your own.Ability Score Increase
Your Dexterity score increases by 2, and your Wisdom score increases by 1.
Age
Tabaxi have lifespans equivalent to humans.
Alignment
Tabaxi tend toward chaotic alignments, as they let impulse and fancy guide their decisions. They are rarely evil, with most of them driven by curiosity rather than greed or other dark impulses.
Size
Tabaxi are taller on average than humans and relatively slender. Your size is Medium.
Speed
Your base walking speed is 30 feet.
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. Once you have grappled an opponent, even if the grapple is mutual, you can Rake kick with both feet to deal 2d6 + your Strength modifier in slashing damage, this attack is made with advantage and can be performed only once per turn, you must not be wearing boots to perform this attack.
Cat's Leap
You can make a standing vertical jump of half your movement distance. A running jump only requires that you move 5 feet, your running jump can cover up to half your movement in distance or any less distance, and can be repeated in the same turn as long as you have movement remaining. Both of these cost the same amount of movement as the distance covered.
Feline Grace
For every 10 feet that you fall you may attempt a Dexterity (acrobatics) check to reorient yourself, if necessary.
While falling facing down unarmored and carrying less than your own weight in equipment you are able spread yourself out, increasing wind resistance, stopping the accumulation of falling damage dice while in this position. While in this position you can also maneuver 5 feet perpendicular to your fall direction for every 10 feet you fall.
When landing from a fall while facing down you take half of the remaining falling damage (rounded down).
On Your Feet
While you are conscious and facing down, if you are knocked down, you are not considered to be Prone. From the Prone position (on your back) you only need to roll over, using 5 feet of movement, to be considered no longer Prone. This movement is enough to qualify you to perform a running jump.
Languages
Your upbringing was animalistic and did not teach you any languages. You can however understand animals in a limited capacity as their forms of non verbal communication are more native to you than speech.
You can use speak with animals at will, for you this is an innate ability and not cast as a spell. Also you do not need to speak to communicate with them, you may do so visually using facial expressions, gestures, and body language.
Comments
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Posted Aug 24, 2020any reason you removed feline agility? kinda feels like it would make more sense to keep it than remove it
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Posted Dec 21, 2020I felt like it would be too much to have that and what I've added, though I do agree it would make sense...