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Tabaxi

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. Your Dexterity score increases by 2
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.
Darkvision. You have a cat's keen senses, especially in the dark. 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.
Feline Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
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.
Cat's Talent. You have proficiency in the Perception and Stealth skills.
Languages. You can speak, read, and write Common and one other language of your choice.

Jaguari

Shrewd traders, and architects of the Pizatian Capitols. The jaguari are a haughty and arrogant tribe, ever quick to flash their bag of jade coin or boast of the great building they had a hand in creating to establish their place in the social order.
-Ability Score Increase. your Charisma score increases by 1.
-MerchantSpeak: You gain proficiency in Persuasion, insight, or deception(your choice) and gain advantage on any charisma ability check involving trade
-Sticky Claws: When you make a d20 test to hold onto a creature or object (such as grapple, take an object, climb a creature, disarm an enemy, ect) you may roll a d8 and add it to the roll, Once you use this trait, you can't use it again until you finish a short or long rest.

Leonin

Prides of these nomadic, lion-like tabaxi rarely interact with other peoples, having all they need in their shimmering homeland and knowing the treachery of strangers.

-Ability Score Increase. your Charisma score increases by 1.
-Warriors Training: You gain proficiency in the exotic weapon "Bastard Sword".
-Daunting Roar. As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Charisma modifier. Once you use this trait, you can't use it again until you finish a short or long rest.

Leopordia

Cities of gold and massive mirrors lie atop the few mountains within the Pizatian jungles, with towering buildings integrated into quick growing trees. The leopordia have mastered the unique technique of Solomancy, and with it hold an ancestral desire to paw at the sun itself.
-Ability Score Increase. your Intelligence score increases by 1.
-Instinctual Ascension: If you are using your climb speed, you may dash as a bonus action, this movement may only be used with your climb speed.
-SunBathe: When you start your turn in direct sunlight, you may choose to gain temporary hp equal to your level + int mod as a bonus action, Once you use this trait, you can't use it again until you finish a short or long rest.

Ocelotan

A walking contradiction, a tribe of cat folk known for their proximity to the coastal waters. The Ocelotan tribe is known for their great stories of fish fought and sea creatures caught. Almost as strong as their desire to fish is their desire to roam and move, leading them to a nomadic life style, following the migrations of schools of fish or the call of the wind.
-Ability Score Increase. your Wisdom score increases by 1.
-Luck of The Seas: You have proficiency in fishing tools & add a +5 to result rolls when taking the downtime activity.
-Free Spirit: You ignore the penalties of nonmagical difficult terrain, and have advantage on checks or saves made against the grappled and restrained conditions.

Pantheri

Zealots of the great volcanoes, covered in ash and war paint. The Pantheri tribe brings a unique fervor to the battle field, if not every aspect of their strange lives. Often intimidating, the Pantheri channel an almost divine flame with their belief.
-Ability Score Increase. your Constitution score increases by 1.
-Tribal Knowledge. You gain proficiency in either Religion or history(your choice) as well as painters tools, and the "Tribal Blade" exotic weapon.
-Ashen Warrior: you may add 1d6 fire damage to the first melee attack you make after using your feline agility trait.

Tigerian

Guards of the southern border, living within the bamboo forest. The tigerian tribe specializes in moving and fighting within the endless rows of shoots, their stripes perfectly camouflaging them in the forest of thin trunks for ambushes.
-Ability Score Increase. Your Strength score increases by 1.
-Greater Claws: The damage dice for your claws trait is increased to 1d6 + strength, and they gain the bypass property.
-Surprise Pounce: If you make an attack with your claws against a creature that is suprised, it must make a Str save, the DC of the save equals 8 + your proficiency bonus + your Strength modifier, On failure the target is Knocked Prone.


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