Sir_Popard
2021-07-11, 06:23 PM
I've been a fan of the Tibbit (https://srd.dndtools.org/srd/races/racesDc.html#tibbits) race since I first encountered them in D&D 3.5. So I decided to try my hand at crafting yet another questionably balanced 5e race. :smallamused: I will admit, I did borrow the Feline language directly from the Dragon Compendium's entry on Tibbit's as opposed to modeling it directly after Firbolgs or Tritons.
Notes: I could give the Feline Transfrmation trait a duration and limited uses per day but… I feel like it’s limited enough that it’s not overpowered as an at-will ability. It requires an action to enter/exit and can’t be used to cast spells or pick locks. I do suspect the wording of their traits do need streamlining, tho’.
TIBBIT TRAITS
Your tibbit character has the following traits.
Ability Score Increase. When determining your character’s ability scores, increase one of those scores by 1.
Age. Tibbits mature at roughly the same rate humans do. They can live 150 to almost 200 years, if they ignore their instincts.
Alignment. Tibbits 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. Tibbits stand about 3 feet tall and average about 40 pounds. Your size is Small.
Speed. Your base walking speed is 25 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.
Natural Grace. You have advantage on all Dexterity saving throws.
Feline Transformation. As an action, you can assume the form a housecat though, aside from the changes noted here, your abilities and game statistics otherwise remain the same. You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your feline form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell. Your gear melds into the new form; You can't activate, use, wield, or otherwise benefit from any of your Equipment. You stay in the new form until you use an action to revert to your true form or until you die.
While transformed, you gain the following traits:
Ability Score Increase. Your Dexterity score increases by 2.
Quickened Step. Your walking speed becomes 40 ft.
Cat Scratch. 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 Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.
Dodgy. While transformed, your AC is 12 + your Dexterity modifier.
Languages. You can read, speak, and write Common and Feline. The Feline language, a strange combination of purrs, hisses, and empathic transfers, is spoken by all tibbits and cats, allowing a tibbit to use the Diplomacy skill with such felines. Other races cannot master it, nor can they use spells such as tongues to communicate with cats.
Notes: I could give the Feline Transfrmation trait a duration and limited uses per day but… I feel like it’s limited enough that it’s not overpowered as an at-will ability. It requires an action to enter/exit and can’t be used to cast spells or pick locks. I do suspect the wording of their traits do need streamlining, tho’.
TIBBIT TRAITS
Your tibbit character has the following traits.
Ability Score Increase. When determining your character’s ability scores, increase one of those scores by 1.
Age. Tibbits mature at roughly the same rate humans do. They can live 150 to almost 200 years, if they ignore their instincts.
Alignment. Tibbits 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. Tibbits stand about 3 feet tall and average about 40 pounds. Your size is Small.
Speed. Your base walking speed is 25 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.
Natural Grace. You have advantage on all Dexterity saving throws.
Feline Transformation. As an action, you can assume the form a housecat though, aside from the changes noted here, your abilities and game statistics otherwise remain the same. You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your feline form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell. Your gear melds into the new form; You can't activate, use, wield, or otherwise benefit from any of your Equipment. You stay in the new form until you use an action to revert to your true form or until you die.
While transformed, you gain the following traits:
Ability Score Increase. Your Dexterity score increases by 2.
Quickened Step. Your walking speed becomes 40 ft.
Cat Scratch. 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 Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.
Dodgy. While transformed, your AC is 12 + your Dexterity modifier.
Languages. You can read, speak, and write Common and Feline. The Feline language, a strange combination of purrs, hisses, and empathic transfers, is spoken by all tibbits and cats, allowing a tibbit to use the Diplomacy skill with such felines. Other races cannot master it, nor can they use spells such as tongues to communicate with cats.