Homebrew Arctic Tabaxi Species Details

Tabaxi traditionally come from the jungle and tropical regions. However when the gods enslaved some of the Tabaxi, they removed them from their homes. This clan of Tabaxi was an escaped, untamed group of Tabaxi that were feral by comparison to their domesticated “house cat” brethren. When they escaped they found solace in the arctic region of the world and slowly grew to tolerate the cold weather, they began to adapt to the snow and mountainous regions gaining advantage in arctic terrain, and resistance to the cold. These Tabaxi also look distinctly different from their tropical ancestors, appearing primarily white in fur with soft gray markings, thus resembling snow tigers, snow leopards, and snow lynx. The Arctic Tabaxi maintained their ancestors abilities and personality, and naming scheme. 

Arctic Tabaxi Traits

Your arctic tabaxi character has the following racial traits.

Arctic Hunter

Born to the hostile climates of frigid terrains, your fur coat is thick and protective, giving resistant to cold. In addition, your keen senses are honed to seek out prey in frozen terrain. While in arctic climates, you have advantage on Wisdom (Perception) checks.

Quick Reflex

The harsh climates and constant warring of the arctic tribes has honed your battle reflexes. You have advantage on initiative rolls

Frost Claws

Your claws are natural weapons, which you can use to make unarmed strikes, imbued with the frosty climate of the tundra. If you hit with them, you can deal cold damage equal to 1d4 + your Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.

Ability Score Increase

Your Dexterity score increases by 2, and your Constitution score increases by 1.

Languages

You can speak, read, and write Common and one other language of your choice.

Age

Arctic Tabaxis mature and age at about the same rate as humans.

Size

Tabaxi are taller on average than humans and relatively slender. Your size is Medium.

 

Alignment

Tabaxi tend toward lawful alignments, as they let are forced to work together to survive the brutal climates of their homeland. They are rarely evil, with most of them driven by survival rather than power or other dark impulses.

Previous Versions

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7/19/2019 8:50:05 PM
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