Tabaxi Full Progression

by Kormael

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Tabaxi

Tabaxi Traits

Age. Tabaxi have lifespans equivalent to humans.

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

Creature Type. Beast and Monstrosity.

Speed. Your base walking speed is 30 feet.

Low-Light Vision. You can see in dim light as if it were bright light.

Natural Weapon. Your claws are natural weapons which you can use to make unarmed strikes. They deal 1d6 + mod slashing damage on a hit and have the finesse property.

1st Level Traits

Pick two

Cats Are Liquid. You do not suffer the negative effects of squeezing into a smaller space. In addition, you have advantage on checks or saves to avoid or escape being grappled.

Sharp Claws. Your claws do 1d8 + mod slashing damage.

Cat's Luck. You instinctively twist away from danger. If you fail a Dex Save you may use your reaction to reroll the save.

Once you use this ability you can't use it until you finish a long rest.

Cat Nap. You can briefly sleep to regain your energy quickly. By sleeping for 1 hour, you can gain temporary Hit Points equal to your level that last for 1 Hour.

Once you use this ability you can't use it until you finish a rest.

Nine Lives. The DC for your Death saves is 9.

Quick Climber. You have a climbing speed equal to your walking speed.

Skilled. You gain proficiency in one skill and one tool or language of your choice. You can choose this trait more then once.

Versatile Lineage. Choose one versatile lineage such as light-touched, or fel-touched, you gain one 1st level trait from that lineage. You can choose between traits from your versatile lineage or traits from your original lineage whenever you gain an lineage trait. This trait can only be taken at 1st level.

5th Level Traits

Pick one from this list or a previous list:

Expanded Luck (Requires Cat's Luck). You are luckier even than most tabaxi. You can trigger Cat's Luck when you fail any type of Save.

Focused Cat Nap (Requires Cat Nap). When you Cat Nap, you can also gain the benefit of a quick rest.

Light Paws. You can use your action to balance on your toes to step carefully over obstructions. You disengage and any movement you make this turn ignores difficult terrain.

Lucky Break (Cat's Luck). You catch yourself as you make a mistake. You can trigger Cat's Luck when you fail fail an Athletics or Acrobatics check, in addition to its normal trigger. When you do, you reroll the triggering skill check and use the better result.

Pride Hunter. You avoid the attention of creatures focused on your allies. You can use half cover from your allies to Hide.

9th Level Traits

Pick one from this list or a previous list:

Aggravating Scratch. Your claws carry an irritant that is harmless to you but can be damaging to others. Your claw attacks deal an extra 2d6 poison damage on a critical hit.

Favored Fortune. Your tap an unknown connection to magic. Choose one 1st-level spell and one 2nd-level spell from the divination spell school. You can cast each of these spells once per long rest using your highest ability Mod as their spellcasting Mod.

Sense for Trouble (Requires Cat's Luck). You can tell when something is off. You can trigger Cat's Luck after you roll initiative, in addition to its normal trigger, to reroll your Initiative and take the higher of the two results.

Shared Luck (Requires Cat's Luck). When you use Cat's Luck to reroll a Dex Save, any creatures you choose within 10 feet who also just failed a Dex Save against the same effect can also reroll their saving throws and use the better result.

Silent Step. You vanish with silent treads. You can hide as a bonus action.

13th Level Traits

Pick one from this list or a previous list:

Black Cat Curse. You hiss a spiteful curse at the creature. If a creature you can see within 30 feet of you would succeed on a save they must reroll and take the worse result.

Once you use this ability you can't use it until you finish a long rest.

Caterwaul. If an ally within 30 feet would be reduced to 0 HP but not immediately killed, You use your reaction to give a daring yowl in the face of adversity, calling your companion back from the brink of unconsciousness. Your ally isn't knocked out and remains at 1 Hit Point.

Once you use this ability you can't use it until you finish a long rest.

17th Level Traits

Pick one from this list or a previous list:

Elude Trouble. You slip through your foe's opening. When a creature misses you with a melee attack you may use your reaction to move up to your speed. This movement doesn't trigger opportunity attacks.

Reliable Luck (Cat's Luck). You have gone well past nine lives to survive danger with surprising regularity. You can use Cat's Luck once per rest, rather than once per long rest.

Ten Lives (Requires Nine Lives). When your character would die, you can attempt a DC 17 flat check. On a success, you're instead reduced to 0 HP and 2 failed death saving throws.