Tabaxi are natural explorers who rarely tire of trailblazing. While most tabaxi are nimble, capable, and often active creatures, there is also a strong tendency among some tabaxi to engage in quiet contemplation and study. Such individuals are interested in finding new solutions to age-old problems and questioning even the most steadfast philosophical certainties of the day. They are curious by nature, and tabaxi culture never discourages inquisitiveness, but rather fosters and encourages it. Many are seen as quirky extroverts by members of other species, but within tabaxi tribes there is no shame attached to minor peculiarities, eccentricities, or foolhardiness. All but the most inwardly focused tabaxi enjoy being the center of attention, but not at the expense of their tribe, whether it’s the one the tabaxi are born into or the tribe they choose through the bonds of friendship with other creatures. Tabaxi tend to be both generous and loyal to their family and friends.
Some other species refer to tabaxi by other names.
- Catfolk is a term that tabaxi aren’t fond of. It would be akin to calling a human apefolk.
Your tabaxi character has the following traits.
Health. Your health increases by 8.
Age. Tabaxi reach adulthood in their late teens and live less than a century.
Size. Tabaxi are about the same size and build as humans. Your size is Medium.
Speed. Your base walking speed is 6 meters.
Low-Light Vision. You have superior vision in dim conditions. You can see twice as far in dim light and dim light doesn’t impose disadvantage on your Perception checks.
Feline Luck. You can roll with advantage on a Reflex saving throw.
Once you use this trait, you must finish a short or long rest before you can use it again.
Claws. Because of your claws, you have a climbing speed of 4 meters. In addition, your claws are natural weapons, which you can use to make unarmed strikes that you are proficient with. If you hit with them, you deal slashing damage equal to 1d4 + your Strength or Dexterity, instead of the bludgeoning damage normal for an unarmed strike.
At 9th level, your claws become more deadly; the damage increases to 1d6 + your Strength or Dexterity.