# Race: Tabaxi
> [!info] Quick Facts
> | | |
> |---|---|
> | **Rarity** | Very rare |
> | **Perception in Gryth** | Neutral. Welcomed as traders, scouts, and travellers. |
> | **Guide Section** | Very Rare Races |
## Overview
Tabaxi are feline humanoids, native to the humid jungles and beaches of [[Continent - Q'Shar|Q’Shar]] as most beastfolk are, and driven by a curiosity and a wanderlust that rarely let them stay anywhere long. They are fast, wily and almost impossible to keep indoors. Their climbing and agility make them the best navigators of the tropical canopy that anyone has seen.
## Found Their Feet in Iros
Q’Shar is where the tabaxi began and [[Continent - Iros|Iros]] is where they got on. Something about that continent suited them, and the communities they have built there are larger, older and far more settled than anything they kept at home. A tabaxi met anywhere in the world is now more likely to be an Irosian by birth than a Q’Sharian, and the ones who go back to the old jungles tend to go as visitors.
The jungles of Thanacia hold the greatest concentration of them. Tabaxi of every pelt the species produces live there, spotted, striped, smoke-grey, black, sand-pale and every variation between, in communities built into the forest rather than cut out of it. They take what the jungle offers at the rate it offers it and have arranged their whole way of living around not exhausting the place, which the trading companies find quaint and the Thanacians regard as the only sensible way to hold a forest for a thousand years.
## Curiosity as a Trade
What a tabaxi wants is to know, and the wanting is physical. A rumour of something unusual two countries away will pull a tabaxi out of a comfortable life and keep them moving until they have seen it. Once seen, the interest tends to evaporate, and the thing they crossed a continent for is left behind without ceremony.
This has made them useful in ways they did not intend. A people who go everywhere, notice everything and are welcome almost nowhere in particular make superb scouts, traders and travelling players, and the tabaxi have leaned into all three. They carry news, goods and performances between places that have no other contact, and they are received well for it without ever quite being settled anywhere by anyone.
## The Splitting
Tabaxi and leonin were one people. Many thousands of years ago a single feline race held country in Q’Shar, and at some point it came apart. What exactly happened is not recorded anywhere either side would accept, and both peoples hold versions that do not agree about who left, who was driven out, or what was done in the course of it. What is not in dispute is that it was bad, and that neither has forgotten.
The two have been apart long enough to have become genuinely different things. The leonin are heavy, settled, slow to move and down to one community; the tabaxi are light, fast and scattered across two continents. A tabaxi who meets a leonin, which almost none ever has, finds the encounter uncomfortable in a way that neither can fully account for and that neither is inclined to examine.
## Tabaxi Traits
**Ability Score Increase.** Your Dexterity score increases by 2, and your Charisma score increases by 1.
**Age.** Tabaxi have lifespans equivalent to humans.
**Creature Type.** You are a Humanoid.
**Size.** You are Medium or Small. You choose the size when you select this race.
**Speed.** Your walking speed is 30 feet, and you have a climbing speed equal to your walking speed.
**Darkvision.** 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 cannot discern colour in darkness, only shades of grey.
**Feline Agility.** Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you cannot use it again until you move 0 feet on one of your turns.
**Cat’s Claws.** Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + 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 that you and your DM agree is appropriate for the character.
## Connections
- [[Continent - Q'Shar]] — Original homeland
- [[Continent - Iros]] — Where most tabaxi now live; the jungles of Thanacia
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## Gallery
![[Race - Tabaxi.jpg]]
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*See also: [[Races]]*