Z’Nt’Sh; The Trails of the Tabaxi

Unique, homebrew character class for Tabaxi characters in the Neuith setting

Author’s Note

This is an untested homebrew character class designed specifically for my Neuith setting, especially for my (NPC) character, Kabize Vipertree. If I ever get a chance to properly playtest this character class, I’ll post it on D&D Wiki.

Introduction

In Neuith, all Tabaxi hail from the country known as Czethai. For the most part, they live in disjointed communities and stay out of the affairs of their neighbors. There are numerous clans, and from their own perspective, numerous “species” of Tabaxi. The distinction between the various groups are generally identifiable by their fur color and pattern. As described in Volo’s Guide, Tabaxi rarely leave their homelands. While known to travel within Czethai for various reasons, few like to venture beyond their borders to the neighboring countries of Swardia and Kneuerg. Even fewer will travel further.

Unlike normal characters, the Tabaxi of Neuith don’t follow the classes outlined by the Players Handbook and other official resources. Instead, they are a hybridized multiclass where they choose from a smaller set of abilities loosely based on existing character classes. The choices of Z’Nt’Sh are made in the character’s youth and they follow that training until they are old enough to decide what they want to do with their lives. Level progression represents mastery of the various abilities as they are built upon the lower-level abilities, as well as a greater understanding of the world around them.

The six choices are defined as “Trails.”

Trail of the Claw: These are the clan defenders. Conflicts between clans is rare, but there are always those who train. The threat of invasion from external forces exists, as well as marauding orcs, goblins, and other evil creatures.

Trail of the Dance: This is most closely akin to what humans know as bards. However, Dancers use their bodies to communicate intricate messages, as each form infers a deep, philosophical meaning. While chosen more often by females, males who master this Trail are held in the highest regard.

Trail of the Hunt: These are the hunters. They learn the traits and skills of the animals of their ancestral origin – tigers, lions, panthers, etc.

Trail of the Spirit: Tabaxians who follow this Trail recognize the power of the divine and how to channel this divine energy in ways that are beneficial to the clan and their allies.

Trail of the Tree: A follower of this Trail is closely aligned with nature and all things natural. They are likened to Druids and Rangers, sharing some abilities of both.

Trail of the Wild: In this case, Wild refers to the source of raw magic. Those who follow this path tap into the natural power that permeates the world and bend it to their will. Often, they become outcasts from their own clans as they tend to be erratic and unpredictable.

At first level, a Tabaxi character chooses two Trails. As they progress through experience levels, they gain both features at those levels. Where appropriate, the benefits stack.

Like other characters, Tabaxi may replace their Ability Score Improvement with a Feat. However, they can only do this when the new level is evenly divisible by 4. (Levels 4, 8, 12, and 16.)

Level Class Progression

Level Proficiency Core Features
1 +2 Select 2 Trails
2 +2 Cat’s Grace 1
3 +2 Trail Feature
4 +2 ASI
5 +3 Cat’s Grace 2
6 +3 Trail Feature
7 +3 Cat’s Grace 3
8 +3 ASI
9 +4 Trail Feature
10 +4 ASI
11 +4 Cat’s Grace 4
12 +4 ASI
13 +5 Trail Feature
14 +5 Cat’s Grace 5
15 +5 Cat’s Grace 6
16 +5 ASI
17 +6 Trail Feature
18 +6 Cat’s Grace 7
19 +6 ASI
20 +6 Cat’s Grace 8
(ASI = Ability Score Improvement.)

Tabaxi Stats

Hit Points

  • 1d8 per level
  • 1st level: 8 + Constitution modifier
  • Higher levels: 1d8 (5) + Constitution modifier per level after first

Tabaxi Traits

  • Ability Score Increase: +2 Dexterity and +1 Charisma
  • Age: Lifespans are equivalent to humans, though they typically reach maturity a year or two younger.
  • Alignment: Tend toward Chaotic Good (45%), Neutral Good (20%), Chaotic Neutral (20%), Neutral (10%), Other alignments (1% each)
  • Speed: 30’
  • Perception: Darkvision 60’
  • Feline Agility/Speed burst: Double speed until end of turn, cannot use trait again until move 0 on a subsequent turn.
  • Claws: Climbing speed 20’, natural weapons 1d4 + Strength modifier, slashing damage.
  • Languages: Tabaxian and Common.
  • Starting Equipment: Start with a Dagger and the additional equipment based on the selected Trail
  • Suggested Backgrounds: The backgrounds are intended for human characters. While you should still roll on the Obsessions and Quirks tables in Volo’s Guide, use of the backgrounds in the Players Handbook should be tailored to account for the unique Tabaxian origin.
  • Saving Throws: Dexterity, Wisdom

Proficiencies

  • Armor: None
  • Weapons: Simple melee weapons only
  • Tools: None
  • Skills: Choose 2 Trails, then choose one skill from each of the two lists. Tabaxi automatically have proficiency in Perception and Stealth. Your background may also grant proficiency in one or more skills.
Trail Skill Options Starting Equipment Suggested Backgrounds
Claw Athletics, Nature, Survival, Intimidation Dungeoneer’s Pack Folk Hero, Outlander, Soldier
Dance Acrobatics, Sleight of Hand, Insight, Performance Explorer’s Pack Entertainer, Guild Artisan, Outlander
Hunt Athletics, Acrobatics, Survival, Deception Explorer’s Pack Hermit, Outlander, Urchin
Spirit History, Religion, Medicine, Survival Priest’s Pack, Holy Symbol Acolyte, Outlander, Sage
Tree Animal Handling, Nature, Medicine, Persuasion Explorer’s Pack, Focus Folk Hero, Hermit, Outlander
Wild Sleight of Hand, Arcana, Investigation, Deception Component Pouch, Focus Hermit, Outlander, Sage

Class Features by Level

Level 1

Selection of Trails: At level 1, the Tabaxi must select two Trails. Any combination may be chosen; however, once selected, the choices cannot be changed later. In addition, a Tabaxi may not multi-class.

Claw Attack Style Claw attack is finesse: choose Strength or Dexterity modifier for Attack and Damage.
Dance Dancing Style Gain expertise in one of the following skills: Acrobatics, Deception, Insight, or Performance
Hunt Jumping Style Long jump distance is increased by 10’, high jump distance is increased by 5’, climbing speed is increased by 5’
Spirit Divine Style Spell casting (see below)
Tree Nature Style Spell casting (see below)
Wild Arcane Style Spell casting (see below)

Level 2

Cat’s Grace 1:

  • Gain a bonus action on each of your turns in combat, which can be used to take the Dash, Dodge, or Disengage action.
  • While traveling in a forest, you are not slowed by difficult terrain, you cannot become lost, and when you forage, you find twice as much food as usual. If you are traveling alone, you can move stealthily at a normal pace.

Level 3

Trail Feature

Claw Tabaxian Savagery Damage die type is changed from d4 to d6. This increases to d8 at level 7, and to d10 at level 11, and d12 at level 15.
Dance Tabaxian Performance As a reaction, you may give one ally of your choosing, who is within 60’ and you can see, an additional d4 to their next d20 roll. This must be determined before the d20 is rolled. You may only do this once per short rest.
Hunt Tabaxian Shadow Choose move silently or pass without trace, lasting up to 1 minute, once per short rest.
Spirit Tabaxian Fortitude During a short rest, you regain one expended spell slot for each level of spells you can cast.
Tree Tabaxian Affinity As an action, one plant or creature within 30’ must make a Wisdom Saving roll against your casting DC. If it fails, it is charmed by you for 1 minute, or until it takes damage. It is friendly to you and your allies. You may only do this once per short rest.
Wild Tabaxian Reality Once per long rest, after rolling on the Wild Magic Surge table, you may roll again, but must take the second result.

Levels 4, 8 ,10, 12, 16, 19

Ability Score Improvement: You may increase on ability score by 2 or two ability scores by 1. You cannot increase an ability score above 20. At levels 4, 8, 12, and 16, you may instead choose a Feat.

Level 5

Cat’s Grace 2:

  • When an attacker you can see hits you with an attack, you may use your reaction to halve the damage against you. You may only do this once per combat turn.
  • You take no damage for falls less than 30’ and always land on your feet.
  • For falls greater than 30’, make an Acrobatics (Dexterity) save. On success, the falling damaged is halved and you tumble as you land, moving 10’ in a direction of your choice.

Level 6

Trail Feature

Claw Savage Aura Gain a second attack during your attack action.
Dance Dancer’s Aura You and one creature of your choosing gains +2 Initiative when initiative is rolled.
Hunt Bounding Aura If you move more than 10’ before attacking, and you were successfully hidden prior to the attack, gain Advantage on your first attack roll.
Spirit Protective Aura If a creature within 30’ of you, which you can see, takes non-magical piercing, bludgeoning, or slashing damage, you may use your reaction to give that creature resistance against that instance of damage.
Tree Strider’s Aura When travelling through non-magical difficult terrain, it is treated as normal terrain. You gain advantage on saving throws against plants that are magically created or manipulated to impede movement.
Wild Wild Aura When another caster casts a spell within 30’ of you, or targets you with a spell, they must roll on the Wild Magic Surge table.

Level 7

Cat’s Grace 3:

  • Gain resistance to certain area effects, such as dragon breath or fireball spell, that requires a Dexterity save for half damage. When you make the save, you take one fourth the total damage, and if you fail, you take half the damage.
  • Once per short rest, you can walk on water for 1 combat turn. However, you can neither start nor end your movement on the water, or take any other actions while doing this.
  • Choose any skill you do not have proficiency in and gain proficiency in that skill.

Level 9

Trail Feature

Claw Predator’s Menace After a successful melee attack, you may use your bonus action to attempt to stun the creature you hit. Creature must make a successful Constitution save against your DC. You may only attempt this ability once per creature.
Dance Predator’s Grace If you are prone, it costs you no movement to stand up, and melee attacks against you do not gain Advantage because you are prone. You may add double your proficiency bonus when resisting grapple.
Hunt Predator’s Strike As a reaction, you may move up to 15’ in any direction to attack an enemy during their movement phase, provided there are no obstructions between you and the target.
Spirit Predator’s Faith When you make an unarmed strike, you do an additional 1d6 Radiant or Necrotic damage (your choice); this increases to 2d6 at level 14.
Tree Predator’s Stamina You gain immunity to poison and disease.
Wild Predator’s Luck Once per round, as a reaction, when a creature you can see makes an attack roll, an ability roll, or a saving throw, you may roll 1d4 and either add or subtract the result from their roll. You must make this choice before they roll. When you do this, roll d20, and if you roll 1, roll on the Wild Magic Surge table.

 Level 11

Cat’s Grace 4:

  • Once per short rest and on your turn, during your movement, you take no attacks of opportunity and all normal attacks against you have disadvantage. This must be declared at the beginning of your movement phase.
  • While in a forest, your proficiency bonus is doubled (expertise) for any related Intelligence or Wisdom checks, if you are using a skill you already have proficiency in.

Level 13

Trail Feature

Claw Cat’s Claw You may attack one time as a bonus action against a creature that is already within your reach.
Dance Cat’s Coordination If you move at least 10’ and into an opponent’s reach, make an attack, and leave their reach by at least 10’, you incur no attack of opportunity.
Hunt Cat’s Speed Gain +10 Movement, +5 Jump (High and Long), and +5 Climb.
Spirit Cat’s Blessing When casting any type of healing magic that rolls dice, for each 1 rolled, roll the die again and take the new result (even if it is a 1.)
Tree Cat’s Ward You gain advantage against any effect that would charm, frighten, or stun you.
Wild Cat’s Magic When rolling on the Wild Magic Surge table, roll twice and choose the result. In addition, once per short rest, you may choose not to roll when a roll is normally required.

 Level 14

Cat’s Grace 5:

  • You may gain the benefits of a Long Rest when taking a Short Rest. However, you must complete a Long Rest before using this ability again.
  • You gain Advantage on all Stealth (Dexterity) checks.

 Level 15

Cat’s Grace 6: You may add your proficiency bonus to your Armor Class if you are wearing no armor.

Level 17

Trail Feature

Claw Feline Opportunity When a creature within 5’ of you is hit by an attack from a creature other than you, you may use your reaction make a melee attack against the same creature.
Dance Feline Soul Gain proficiency with all saving rolls.
Hunt Feline Awareness Gain expertise in Perception (Wisdom), and you can never be surprised.
Spirit Feline Intensity Spell casting requires no verbal or somatic components, any spell that is cast as an action may now be cast as a bonus or reaction, if the circumstances permit it.
Tree Feline Command Once per short rest, you may attempt to charm a creature to do your will. The creature must have a mind of its own, understand a language you speak, see and hear you. If the creature fails a Wisdom save at your DC, it will do as you command if you remain in visual contact and the creature is not placed in any danger. If it takes damage from any source, it can re-roll the Wisdom save.
Wild Feline Reality Once per long rest, at the beginning of a combat round you declare your intention to use this ability. For every roll made during the round that does not have advantage or disadvantage, the creature, if it is within sight and 60’ of you, rolls with advantage or disadvantage, your choice. Using this feature requires a roll on the Extreme column of the Wild Magic Surge table, which is made at the end of your initiative turn.

 Level 18

Cat’s Grace 7:

  • When rolling initiative, you always go first.
  • Choose one skill you have proficiency in and gain expertise in that skill.
  • Choose one skill you do not have proficiency in and gain proficiency in it. This cannot be the same skill chosen above.

Level 20

Cat’s Grace 8:

  • If you are not incapacitated, no attacker may have advantage when attacking you.
  • Once per long rest, you may choose to succeed any one saving roll without rolling the die. You must make this decision before rolling the die, not after.

Spell Casting

Tabaxi casters use the same chart for spell slots and levels regardless of which Trail they’ve chosen. Each of the three caster Trails (Spirit, Tree, and Wild) have their own spell lists. If a you choose two caster Trails, you do not gain additional spell slots. However, you do increase your Spells Known by 1 if you have an Intelligence Modifier of at least +1. When choosing known spells, you may choose from both Trail lists. For this reason, no spells are duplicated across the lists.

Spellcasting Ability

For Spirit and Tree, Wisdom is the spellcasting ability. For Wild, use Charisma. If there is a choice, choose the one that gives the best result; do not track a different spellcasting Save and Attack Modifier if you follow two Trails.

  • Spell Save DC: 8 + proficiency bonus + Ability modifier
  • Spell Attack Modifier: Proficiency bonus + Ability modifier

Wild Magic Surge

Casters that follow the Trails of the Wild must roll on the Wild Magic Surge chart, even when casting a spell that is not on that list. When casting a spell, roll a d20. If the result is 1, roll on the Wild Magic Surge table. (Note: You should use the Wild Magic Surge table that is posted at D&D Wiki, not the one in the player’s Handbook.)

Spells Known

Level Spells Known Cantrips 1 2 3 4 5 6 7 8 9
1 2 2 2
2 2 2 2
3 3 3 2 2
4 3 3 3 2
5 4 3 3 3 1
6 4 3 3 3 2
7 5 3 3 3 2 1
8 5 3 3 3 2 2
9 6 4 3 3 3 2 1
10 6 4 4 3 3 2 1
11 7 4 4 3 3 2 2 1
12 7 4 4 3 3 3 2 1
13 8 4 4 4 3 3 2 1 1
14 8 4 4 4 3 3 2 2 1
15 9 5 4 4 3 3 2 2 1 1
16 9 5 5 4 3 3 2 2 1 1
17 10 5 5 4 3 3 3 2 2 1 1
18 10 5 5 4 4 3 3 2 2 1 1
19 11 5 5 4 4 3 3 2 2 1 1
20 11 5 5 4 4 3 3 2 2 1 1

Spell List

Spell Level Trail of the Spirit Trail of the Tree Trail of the Wild
Cantrips Blade Ward

Guidance

Friends

Light

Resistance

Sacred Flame

Spare the Dying

Thaumaturgy

Acid Splash

Druidcraft

Mending

Minor Illusion

Poison Spray

Produce Flame

Thorn Whip

True Strke

Chill Touch

Dancing Lights

Fire Bolt

Mage Hand

Message

Prestidigitation

Ray of Frost

Shocking Grasp

1 Bane

Bless

Cure Wounds

Detect Poison and Disease

Guiding Bolt

Healing Word

Purify Food and Drink

Thunderwave

Animal Friendship

Create or Destroy Water

Entangle

Faerie Fire

Fog Cloud

Goodberry

Longstrider

Speak with Animals

Burning Hands

Chromatic Orb

Comprehend Languages

Mage Armor

Magic Missile

Shield

Sleep

Witch Bolt

2 Aid

Augury

Calm Emotions

Continual Flame

Gentle Repose

Lesser Restoration

Prayer of Healing

Zone of Truth

Barkskin

Beast Sense

Find Traps

Gust of Wind

Hold Person

Locate Animals or Plants

Moonbeam

Spike Growth

Blindness/Deafness

Cloud of Daggers

Crown of Madness

Invisibility

Knock

Misty Step

Scorching Ray

Shatter

3 Beacon of Hope

Create Food and Water

Glyph of Warding

Mass Healing Word

Remove Curse

Revivify

Sending

Call Lightning

Conjure Animals

Nondetection

Plant Growth

Speak with Plants

Water Breathing

Wind Wall

Clairvoyance

Counterspell

Dispel Magic

Fireball

Lightning Bolt

Sleet Storm

Tongues

4 Banishment

Death Ward

Divination

Guardian of Faith

Stone Shape

Conjure Woodland Beings

Dominate Beast

Grasping Vine

Locate Creature

Stone Skin

Confusion

Dimension Door

Ice Storm

Polymorph

Wall of Fire

5 Greater Restoration

Legend Lore

Planar Binding

Raise Dead

Commune with Nature

Insect Plague

Scrying

Tree Stride

Cone of Cold

Hold Monster

Teleportation Circle

Wall of Stone

6 Blade Barrier

Forbiddance

Heal

Heroes’ Feast

Find the Path

Move Earth

Transport via Plants

Wall of Thorns

Chain Lightning

Disintegrate

Globe of Invulnerability

Sunbeam

7 Divine Word

Regenerate

Resurrection

Mirage Arcane

Plane Shift

Reverse Gravity

Delayed Blast Fireball

Firestorm

Teleport

8 Antimagic Field

Holy Aura

Sunburst

Control Weather

Earthquake

Tsunami

Dominate Monster

Incendiary Cloud

Power Word Stun

9 Mass Heal

True Resurrection

Storm of Vengeance

Astral Projection

Gate

Power Word Kill

 

 

 

 

 

 

 

 

 

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out /  Change )

Google photo

You are commenting using your Google account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s