D&D 5e: Tabaxi Race Guide

D&D 5e: Tabaxi Race Guide


Humanoid Felines that are good-natured, chaotic, adventurous, and love a treasure or two or more! They’re strong, agile athletes armed with claws, teeth, and fluff. Little is known about their culture and overall personality, but they’re known to get along with other races. Although they possess qualities similar to cats, this doesn’t warrant that head scratches, fish, feathery toys, and any kind of petting are permitted. Such stereotypes would likely be offensive for Tabaxis… but who knows, the urge to push objects off tables can be a possible trait.

Epic – Definitely! Absolutely! Just YES!

Good – You can. It’s not perfect but it’ll be great too.

Meh – I guess you could but it won’t be as good.

Bad – You shouldn’t! You can but you’d waste a lot of potential.

Tabaxi Traits

  • ASI: +2 Dexterity +1 Charisma

  • Description:

    • Age: Equivalent to Humans

    • Height: Medium

    • Walking speed: 30” ft

    • Appearance:  Think slender humanoid wild cats with furs like panthers, cheetahs, leopards, or tigers. Tabaxis that look closer to domesticated cats aren’t unheard of; they’re pretty uncommon. Despite the variety in fur, Tabaxis don’t have any subraces. The distinction between males and females may vary in clothing, but in terms of physical features, there is little to no difference or may depend on what feline type they are apart from private parts.

    • Language: You can speak, read, and write Common and one other language of your choice.

Best Classes and Archetypes for Tabaxi


  • A class of craftsmen that do a lot of tinkering and infusing magical effects into items. They can fill almost any role with their gadgets and gizmos. Unfortunately this class requires A LOT of Intelligence to be one, so even if you can hold yourself off in battle with your racial feats what use does your class have? 

  • Alchemist – The “I have a potion for that!” member of the party. They can brew potions- with the right materials- with a variety you can homebrew but by default, they can make potions for swiftness, boldness, reliance, flight, transformation, and even harming. The effects are temporary but can come very handy.

  • Armorer – Tanky with tank mecha suits but has to be careful until they reach level 3 since their AC is still pretty weak. It would be handy for a race that can handle and tank without the suit.

  • Artillerist – Equipped with guns, cannons, bombs, a flame thrower, and other weapons. This subclass can tank and defend, but you’ll need a lot of intelligence and materials to handle the subclass. Tabaxis’ unarmed combat can come in handy for this subclass whenever the weapon is ever taken or out of ammo, but it would’ve been better to go unarmed in the first place.

  • Battle Smith – Melee without the worry for strength or dexterity plus a steel pet they can freely replace and sacrifice for offense and defense (like pokemon!). While their pet attacks or defends on the side, they can do their own thing with two weapons or an infused shield and weapon. 


  • A tank and strength class that requires…well, STRENGTH. Although your Feline Agility and a climb speed can come in handy, that’s not what Barbarians aren’t meant for. In fact, the heavy weapons and particular armor(especially heavy ones) can make mobility difficult and limit Tabaxis’ racial abilities. 

  • Ancestral Guardian –  A good defense class that excels at tanking and protecting their party. This subclass summons their ancestral warriors to attack the first target they hit. Although an army of undead/ghostly cat humanoids would be quite the sight, these barbarians need to hold off on their own since the ability to call upon your ancestors isn’t unlimited.

  • Battlerager – Nope! Dwarf exclusive!

  • Beast – . Beast Barbarians can turn into a furry when they get angry with the choice of bite, claws, or tail for each transformation. Really puts a damper on the whole “being a humanoid cat” because Tabaxis already have those. So basically barely any difference apart from the slightly extra abilities.

  • Berserker – The common example of what people think a Barbarian is. This subclass runs on rage which can be very effective but also very exhausting. A Tabaxi will find it difficult to hold off on their own when that happens especially since using it can make movements sluggish after.

  • Depths – Barbarians that have a resistance to the cold, being charmed, or frightened. They use the sorrow and pain of the drowned and those lost in the depths of the ocean to attack their enemies. Unfortunately, it’s more useful in a pirate-themed or watery campaign. 

  • Juggernaut – A barbarian that can drive enemies and anything into the ground with their mighty bodies. They become immune to any magic that allows other creatures to read their mind. Their capable of making any battlefield under their control, shoving mountains, strong infrastructures, and tackling even the mightiest foes… which a Tabaxi will find difficult to do with their slender bodies.

  • Storm Herald – Warriors that can spite mother nature with their ability to command the elements and change the environment. Unfortunately, leveling up comes a little slow. 

  • Totem Warrior– This barbarian accepts a spirit animal as a guide, protector, and inspiration. They inherit certain abilities from the totem of their choice which can make a lousy or remarkable combination with the abilities of a Tabaxi.

  • Bear – any creature that is a danger to them, within 5 feet and see/hear/fears them, gets a disadvantage in attack rolls… and gets attacked first before their allies. Although keen on dexterity, a Tabaxi can’t take on a hoard of enemies and if this was used on a single enemy it’d be a waste. 

  • Eagle – their flying speed is equal to their race’s walking speed. A pretty cool addition to being a cat. Unfortunately, your feline agility may not apply to this unless your DM allows you.

  • Elk –  A knock back effect on enemies when you pass through. Very interesting when combined with feline agility.

  • Tiger – A bonus action while charging at least 20 feet towards a target right before making a melee weapon attack. It’s not that different from pulling out your claws and leaping at your enemy.

  • Wolf – They can use a bonus action with their melee weapon attack on their turn to knock down. Very handy when you have other melee party members.

  • Wild Magic – Barbarians that got wild magic at random. Compared to Wild Magic Sorcerers, these rely on Constitution instead of Charisma. Detecting magic without a spell slot is a handy skill but with little constitution and strength, Tabaxis will BARELY get the short end of the stick.

  • Zealot – Resurrecting so much that it hinders them from becoming efficient. Dying becomes more of an inconvenience than permanently being dead. They can give a boost for the party but it would’ve been nice if that boost applied to them as well. It would be funny if a Tabaxi did this subclass with the whole “Cats have 9 lives” myth.


  • A magical, musical, creative subclass that not only makes amazing tales round the bar but also does great magical support. Although there are other races that have plus 2 in Charisma, the Tabaxis plus 1 can still suffice with the Dexterity and skill proficiencies really make a good combination with many Bard subclasses and abilities. 

  • Creation – Music and dancing so intense that it creates, fabricates, and animates things and creatures without materials. As the Bard gains levels, you can create larger and more valuable items which are very in-line with a Tabaxi’s treasure loving characteristic. 

  • Eloquence -Their words are poison and daggers that can make and break anyone mentally, emotionally, and physically. Although it’s not an offesive subclass, the campaign isn’t always going to run or engage into battle. Sometimes good intimidation and diplomacy can be a better means.

  • Glamour – Superstars with immense charisma that can enthrall and command. They aren’t big on offense but having an army of adoring followers at your command can be just as good. Plus it’s great for inspiring, distraction, gathering information or playing as a spy. 

  • Lore – A multifunction bard that can fill almost any missing position in the party. These bards come with two additional spells which may not sound like much but does really well. After all that’s been said, the ability to use your Bardic Inspiration on yourself, without taking up a bonus action or reaction is crazy amazing.

  • Maestro– Kind of like the Eloquence Bard, they do more mental and emotional damage/repair/manipulation. The difference is that it’s more music than words and subclass abilities are more used for battle or combat. They’re more support apart from being the party’s epic battle DJ.

  • Swords – Blade entertainers that are into the sharper and more daring feats. They are the more offense-focused of the Bard subclasses which unfortunately wastes a lot of Bardic inspiration. They’re best as supports in assassinating and thievery.

  • Valor – Spellcasting with a blend of weaponry. Very friendly for those trying to get the hang on being a bard. This type of bards relish in story telling of heroes and tales of old. They’re an okay-ish subclass. 

  • Whispers – If the game is heavy on roleplaying then why not?  These bards are known to be wolves in sheeps clothes as they can be sneaky, treacherous, and manipulative. Even their weapons can inflict toxic effects upon any creature’s mind. 

Blood Hunter

  • Mages that practice the forbidden art of blood magic. Despite the “gruesome” theme of their magic they intend to use it to destroy evils near and far. Compared to most spellcasters, they rely on Intelligence and Strength. 

  • Ghostslayer – Old curse specialists that have resistance to necrotic damage. They’re ability to curse those with or without blood and self-healing from the brink of death comes in handy. 

  • Lycan – Blood hunters can mutate into beasts but risk ripping all those around them if not wary of the thirst for violence in their other form. They’re advantageous with unarmed attacks if you’re looking to do more offense. As a Tabaxi, you basically receive more cat-like qualities in this subclass, such as heightened senses, but with little Constitution can prove to be ineffective.  

  • Mutant – Can freely mutate themselves temporarily beyond animal-like qualities as they level. These Blood Hunters can have additional immunity and abilities but unfortunately can’t be applied on their party or other creatures. They have a sort of Artificer feel to them.

  • Profane Soul – Warlocks but not totally warlocks. These Blood Hunters are equipped with Warlock spells depending on their patron but their spellcasting ability still relies on Intelligence or Wisdom. 


  • Ranged attackers and healers of the team. Capable of stabbing in one hand while healing you with the other. Unfortunately, this class requires A TON of Wisdom that Tabaxi Dexterity can’t compete with.

  • Arcana – They’re practically a wizard with great utilities, support options, and dealing excellent offense and defense. 

  • Blood – Edgy Clerics that’re masters in blood bending… which can be rendered useless against enemies that don’t have blood. 

  • Death – Like a healer gone rogue, these Clerics are more on dealing damage than healing it. They’re typically evil and work for evil deities, but there’s no rule that it can’t be played.

  • Forge – Great in making weaponry not using them. Frontliners, defenders, and tanks with unique utility and support options. Not advisable for a Tabaxi that’s not big on strength and great in speed.

  • Grave – Clerics with an interesting mix of dealing damage, healing, and being able to “jk” death. Unfortunately, a lot of the abilities of the subclass are weak. 

  • Knowledge –  These clerics are fantastic for those that like psychic abilities. They aren’t meant for offense or support but they do come in handy when information needs to be uncovered and acquired.

  • Life – These Clerics are the most healer among healers. They shouldn’t be belittled though as Life Clerics can double as defenders with heavy armor.

  • Light – Bringing the heat quite literally. These clerics should be used as strikers, buffers, and support rather than fighters in the front line despite their ability to turn a hoard of enemies into crispy chicken tenders. 

  • Nature – These Clerics provide excellent utility (animal friendship, speak with animals) and even battlefield control spells (plant growth, spike growth, wind wall). Nature Clerics can be pretty capable, especially when it comes to being a bruiser, fighter, and support while keeping enemies at bay. 

  • Order – Proficient in heavy armor and intimidation. This subclass is good for front lining and its features add extra functionality to their spells is neat and focuses on enchantment magic which most clerics don’t really do. 

  • Peace – OP Clerics ordaining peace through unpeaceful measures. At times they’re misinterpreted as weak due to their lack of offense but they’re capable of turning their party into an unstoppable force.

  • Tempest – A solid blasting melee cleric and practically becoming Thor while you’re at it. They’re able to push, knock over, and break an enemy charge but are vulnerable to direct hits. 

  • Trickery – A rogue-like subclass capable of pulling a disappearing Houdini act. They have interesting abilities like being able to clone themselves, invisibility, dispel magic, mirroring, charming, and much more uncommon in the cleric class.

  • Twilight – These Clerics have impressive  buffs, utilities, defensive and offense options. They have the ability wherein at a 30” feet radius centered on the cleric. At the end of each ally’s turns, the cleric can grant 1d6+lvl temp HP to the ally, practically making your party ALMOST UNKILLABLE and immune to charms.

  • War – These clerics make good fighters but not front liners. It’s difficult to balance spellcasting and weapon attacks to make sure you don’t waste your extra attacks. 


  • It would be offensive to call Druids a Nature Cleric as they are more than that. This class not only protects Nature but is also the extension of it. Although Feline Agility can be used during Wild shape, it can’t make up for the high requirement in Wisdom.

  • Dreams – Dreams Druid has a lot of range in its healing, scrying, and teleportation. This subclass has a more mystical feel for its fey theme. They work better with stealthier segments of a plan.

  • Land –  This subclass can recover spell slots on short rest, and having some wizard spells and situationally being immune to poison and disease is huge. Add that to your saving throws, and it makes a really good combo.

  • Moon – Druids that take wild shape up a notch. The ability to wild shape as a bonus action raises the challenge rating cap of beasts they can transform into. This gives them much quicker access to more powerful beasts than other Druid circles. 

  • Shepherd – The most druid out of druids due to having permanent speak with animals ability. Tied being the best healer with life and grave cleric. Apart from healing Shepherd clerics can give endurance, might, keen sight, and even protection with their spirit totem

  • Spores –  The spores druid grant tankiness without the casting limitation. Spores aren’t as good as wild shape, but it does soak 8x their level in damage every short rest and have an army of zombies. This allows them to heal their party, throw down another attack, or go to the restroom while you’re at it.

  • Stars –  Starry Form replaces the beast form, and they can use it for extra damage, team healing, or more resilient casting, depending on what they choose to use. A very flexible class when you want to be on attack, recovery, or switching between both.

  • Wildfire – A fire-based sniping offensive subclass that doesn’t have wild shape. Instead, it gives these Druids a pet (or servant if you’d rather give it a humanoid form and qualities) that assists them. They’re kind of like the human torch from fantastic four but teleportation instead of flying.

Tabaxi alchemist by amdaemum on DeviantArt


  • A flexible class mainly focusing on weapon combat and physical prowess over magical capability. For the most part, most races can manage in it. Weapons paired with a Tabaxi’s sharp claws and speed make an amenable combination.

  • Arcane Archer – These fighters weave magic into their bow attacks with fantastic accuracy and consistent damage. Unfortunately, they aren’t good for anything else but ranged attacks.  

  • Battle Master – These Fighters know it all when it comes to a fight. Battle Master Fighters can be insane tanks with the help of its maneuvers- which are pretty diverse and great when you have the right combo. 

  • Cavalier – Masters of mounted combat, taunting enemies, fending off strikes, cutting and locking down enemy mobility. Although they’re disadvantaged if you intend to protect the party or group and they’re spread out. What’s great with this subclass with the Tabaxi is that it has bonus proficiencies as well, so you can get more options with less worry.

  • Champion – A very vanilla subclass that gets the job done the same way vanilla icecream tastes good. They get resilience, remarkable athletics, three chances at a crit with the expanded range, and a passive boost. 

  • Echo Knight – Mystifying Knights that create a magical, translucent, gray image of them called Echos. They can use Echos to teleport on other sides of small gaps, spy, distract, or as bait. 

  • Eldritch Knight – A more magic-based Fighter than the other subclasses. Warriors proficient in shielding, ranged attacks, and blastings. They shine more in adaptability and survival.

  • Gunslinger – Although they can deal good damage, it’s hard to keep consistent. Their pistols require reloading, which requires gunpowder, which requires materials you need to make -unless your DM is nice enough to have available here and there. 

  • Psi Warrior – a.k.a Psionic Warriors. These warriors use psychic abilities with their weapons with that Starwars feel. More on defending with its shield, bulwark than offense. They can even make 30” ft attacks by propelling their weapons.

  • Purple Dragon Knight – Also known as Banneret. They have good abilities such as inspiring, healing their team, and being the enemies’ first target. Unfortunately, they are squishy, so unless the party has a plan to trap the enemy or a strong partner to back them up, it’s best they remain as support.

  • Renegade – Similar to Gunslinger with the same issue. What differentiates them is their choice of doing massive damage with a single shot (sniper) or a quick shot to harm one or more creatures (pistoleer). At a high enough level, they can use small explosives. 

  • Rune Knight – Runes are ancient symbols made by the ancient practice of Giants with supernatural effects. Some of those effects boost or top-up to your own racial abilities or weapons-similar to an Artificer. A small Bonus is you get a little boost in height.

  • Samurai – Samurai are excellent and unbreakable warriors with great combat power. Like the Cavalier, you’ll also get bonus proficiencies. In tough fights, they can even use all three of their bonus action abilities and get an advantage for three rounds of combat. 


  • Masters of the unarmed strike, these warriors rely on their Ki and are sufficient even without weaponry. Apart from the claws giving unarmed strikes a boost, Dexterity is not something to sneeze at when being a Monk that relies heavily on dodging due to the lack of defense. Sadly, Tabaxi Charisma ends up being dumped since Monks rely on Wisdom and Constitution.

  • Ascendant Dragon – Monks that can deal powerful damage to anyone within range. They even have resistance to acid, cold, fire, lightning, or poison damage, can summon wings to fly, and even destructive breath- the elemental kind. Unfortunately, it all comes at a high Ki cost. 

  • Astral Self – Like Echo Knights, these monks can create a visage of their astral form that gives them dark vision, advantage in Wisdom and Charisma saving throws, and send telepathic messages. Unfortunately, this subclass requires a lot of Wisdom and Strength to control the Astral Self.

  • Cobalt Soul –  An intellectual monk who slaps the information out of their enemies and learns their attributes like Damage Vulnerabilities, Damage Resistances, break their defense, among others, when they use their flurry of blows to mark them as analyzed.  

  • Drunken Master – These monks move with the unpredictability of a drunkard rather than being one. They are great when dealing with ranged attacks, dodging, and spend a minimal amount of movement to get back up after being put down. They have a style of hit-and-run combat that lets them do damage while also staying out of range of direct attacks.

  • Four Elements – An elemental subclass with a Druid-feel. Compared to other subclasses, Four Elements Monks have control of the battlefield. Although this subclass has spellcasting, the ki points required are very costly.

  • Kensei – A weaponized monk that makes significant ranged weapon attacks. Their ability to parry gives them a bonus to their armor class. Their attacks aren’t that magically based, so a Kensei can come in handy in a low magic setting.

  • Long Death – As long as these monks have a ki point, they can still live even after a deadly blow. They can intimidate and instill fear to the point that no one dare question or fight them. This subclass is more bark than bite as it lacks features to help them do damage. 

  • Mercy – A masked monk that can heal as much as they harm with no save and attack roll needed compared to Flurry of Blows. Apart from packing a punch, they can also induce their attack with poison and heal anyone who is blinded, deafened, paralyzed, poisoned, or stunned.

  • Open Hand – Open Hand offers some excellent, well-rounded options that squeeze a lot out of the Monk’s core abilities. They literally can just flat out kill someone who fails a con save, that or 10d10 damage

  • Shadow – These monks can literally hide, move in, and make shadows. This subclass is more on stealth and even stealthier attacks. Practically ninjas.

  • Sun Soul – The subclass strikes and blasts with the power of the sun. The damage is pretty so-so for this class, though, but it is handy if you want your attack to range up to 150″ ft.


  • Warriors of deities that uphold their ideals. Despite the class requiring Strength, Paladins are one of the most suitable classes for a Tabaxi. Their Dexterity and Charisma along with racial feats work well with being a Paladin.

  • Ancients – a.k.a “nature or green knight”. These Paladin love and stand for the light, all things beautiful, living, and kindness. They have a lot of nature themed spells and attacks, healing, and form into ancient beings of nature.

  • Conquest – Paladins all for the glory and fame from battle. They are brutal and merciless in battle, overwhelming their opponents in spirits and in battle. These warriors can cast spells, do melee, and turn their skins into hard armor.

  • Crown – A subclass good in defense, support, and even rescue. They’re able to save any creature by swapping health with theirs and taking the damage if it is attacked right after. This can also protect their own skin if their hp is low. Reaching a high enough level makes the Crown Paladin immune to any non magical weapon attacks and gives their allies an advantage in death and wisdom saving throws once they activate Exalted Champion.

  • Devotion – a.k.a white knights or holy warriors.  It is very effective in combat, with the Sacred Weapon Channel Divinity being roughly equivalent to having an advantage on every attack (with +4 or +5 CHA). Turn the Unholy can trivialize encounters with fiends and undead (especially undead swarms). Its spell list isn’t staggering, but not bad.

  • Glory – Previously known as the oath of Heroism. Many of their spells require concentration, but the subclass is suitable for grappling, shoving, and speed. Although not mentioned in the handbook, it is recommended they have a steed for better use of their Aura of Alacrity and its effect on their party. 

  • Oathbreaker – An oathbreaker is a paladin who still has that internal strength of conviction but has lost the spark that guided them before. They don’t have to be evil for this subclass. Their profane energy can bring death and destruction upon those they touch with necrotic action as a bonus. The spell list is fantastic, with tons of offensive potential and consistent damage. 

  • Open Sea – They are paladins with wanderlust, adventure in their hearts, and love for the sea. They’re skilled in creating a fog that allows them and their comrades to see. They’re able to knock back their enemies a maximum of 10” ft away with Fury of the Tides. Additionally, at a higher level, This would be great in a water/pirate style campaign. Overall, this subclass being a yay or a nay is situational, especially with the campaign theme.

  • Redemption – If you want to be a somewhat pacifist, there isn’t a better choice than becoming a complete control caster with this subclass. They get bonuses to multiple stats and charisma and are eligible to take prodigy to gain expertise in persuasion.

  • Vengeance – If you want to lead your party in a fight against the villain, this may be your calling. Vengeance paladins are great at picking one target, closing distance, and blowing them up. They can literally make a tactical nuke with a combo of Vow of Enmity, Great Weapon Master, & Divine Smite. If anything does go wrong in battle, they get to have some free self-healing.

  • Watchers – This subclass is definitely made by its spell list. Counterspell and Banishment are universally powerful spells, and even Moonbeam is insanely strong as a damage-dealing option. Watcher’s Will and Vigilant Rebuke work very well together and in conjunction with their Aura of Protection. Many of their features rely on facing outsiders. Even with the capstone, it’s only good if they’re facing an outsider, not on their own plane. Watchers are also probably one of the least specialized Oaths mechanically. 

Tabaxi Monk by Choedan-Kal on DeviantArt


  • Half caster hunters of the wilderness that live by their own rules. Charisma has two uses for Rangers – skill checks and saving throws. Dexterity, the added mobility, and free skills do compliment Rangers but Rangers still require Wisdom and Constitution

  • Beast Master –  The only rangers with a beast that come with the package. You can deck out their animal companion in gear and use them for attacking and shielding. This companion also gets a turn whenever the ranger’s out, which is strictly better than just having no turn at all when you’re stunned or unconscious.

  • Drakewarden – Compared to Beast Master, their only option is a minor dragon called a Drake. They cannot ride it unless they’re a small race, and they have to constantly resummon it. However, the drake hits harder with extra elemental damage and a breath weapon.

  • Fey Wanderer – A psychic damage subclass that gives defense against charm or fear. These Rangers can attack multiple opponents- with one of their abilities being summoning fey beings to assist- instead of focusing on one enemy at a time.  

  • Gloom Stalker -These Rangers specialize in stealthy attacks while literally moving through the shadows. The Gloom Stalker is incredible in total darkness and can even provide one party member who doesn’t have Darkvision when needed. Unfortunately, if the campaign barely involves darkness, it’s challenging to use the being undetectable in the darkness ability.

  • Horizon Walker -Rangers with great mobility, spell list, and incredible attack that use force damage. They can teleport around the battlefield being a solid mid-ranged damage dealer or a decent mobile front-liner.

  • Hunter – They can basically attack everyone in a 10ft radius sphere once and 1 creature within 5ft of one creature in the 10ft radius sphere. This can be another creature in the sphere or outside the sphere. If the sphere is filled, they can indeed make a lot of attacks. Against tightly clustered groups of enemies, the hunter will have the best-sustained dps in the game. That’s a relatively limited situation that comes up only once in a while, so overall it’s hardly overpowered.

  • Monster Slayer – It’s excellent at anti-mage and anti-magical creature duties. Their Supernatural Defense and ability to counter big monsters makes them shine in battle. They kinda stink in fighting, just straight-up monsters that don’t have magic in them. 

  • Swarmkeeper – A great subclass if you want to trigger everyone’s Entomophobia. They can summon swarms of creatures at their disposal, be they locusts, roaches, other insects, twig blights, birds, and fairies. They’re pretty much frontline crowd control with their ability to move enemies away from the backline or into melee with their front-liners as an archer.


  • A class that relies a lot on skill and stealth.  Tabaxi’s ability score increases work perfectly for the Rogue, and the free skill proficiencies are skills which every Rogue should have anyway. Tabaxis are practically made to be Rogues.

  • Arcane Trickster –  As an Arcane Trickster, they’re reaping the benefits of magic while progressing entirely as a rogue. Very versatile and can consistently pull off sneak attacks, even in suboptimal situations. It should be noted, though, Arcane Trickster Rogues are not full casters but their spells are Intelligence-based.

  • Assassin –  It is considered a trap subclass due to the ability to create false identities, mimic voices behavior, practically replace another person, take over their life for a time, but eventually find it difficult because they’ve made an emotional connection. Assassin’s abilities don’t always mesh well with the party and encourage them to separate from the party.

  • Inquisitive – They’re given detective-like abilities like deciphering an opponent’s tactics and developing a counter to them. Unfortunately, unless they multiclass or have any additional skills, this subclass limits you in investigating and lie-detecting parts of a campaign apart from bonuses in sneak attacks. 

  • Mastermind – Mastermind gives a lot of infiltration and mimicry abilities, allowing them to almost flawlessly pass themselves off as another person and find out information that other characters couldn’t. Not to mention, being able to help as a bonus action is fantastic. It is designed as a utility class; everything else is situational and primarily valuable for social settings.

  • Phantom – It’s a subclass that takes time to build. Whenever they finish a short or long rest, they can gain one skill or tool proficiency of their choice, as a ghostly presence shares its knowledge with them. The floating skill proficiency and dealing necrotic damage is pretty cool.

  • Scout – Scouts are skilled in stealth and surviving far from the streets of a city, allowing them  to scout ahead of their companions during expeditions. This makes them great at getting the party through hostile terrain alive and basically being a non-magical rogue.

  • Soulknife – Has a psychic knack on the rogue chassis makes them insane at skill checks. This plus expertise and/or reliable talent basically lets them choose any skill, regardless of whether they have a relevant mod bonus, and be better at it on average than almost any other class. Their telepathy lets them scout for the party while still being able to instantly and privately communicate what is happening or what they see. Also, it does not require a shared language to communicate.

  • Swashbuckler – The swashbuckler is a stealthy duelist thief type subclass. They can impose disadvantages on attacks against the party, and prevent opportunity attacks. Swashbuckler makes a lot of voluntary Acrobatics and Athletics maneuvers and checks during combat.

  • Thief –  The subclass is not combat optimized, but it’s made of good utility, support, and sneak. Their bonus action allowing them to use items is fantastic when adequately utilized. For example, healers kits can help the party in a pinch while not ruining their offensive abilities (when there’s no healer present). With Fast Hands, they can drink potions, use a medkit, throw acid, anchor themselves, set a small trap, apply poison, and the like as a bonus action.

  • Wild Card –  It’s still debated whether this subclass is truly official as it is homebrew. Wild Card Rogues have resistance to all damage and immunity to the grappled, paralyzed, stunned, and restrained conditions. They can move through objects and creatures. If they end their turn inside a creature, that creature takes 1d10 force damage and is shunted into an adjacent space within 5ft of their original location.


  • Warlocks don’t get nearly as many spells as the other Wizards and Clerics do, you have to choose their spells wisely with each level. The Charisma increase along with the Dexterity to help with the AC does compliment the class but the racial feats may not be used as often. 

  • Aberrant Mind – A Sorcerer gifted with psionic powers by an alien. An excellent part of the aberrant mind sorcerer comes from swapping out the bonus spells for different ones if you don’t want or need a given one. Then they can cast any of their bonus spells as a subtle spell for pretty much just the cost of the spell slot, and they’re bonus action(which then means you can toss on a second meta magic to the spell).

  • Clockwork Soul – These Sorcerers receive power from another plane or the machinations of Modron. The subclass offers tools to solve various problems in an orderly fashion, including spell options borrowed from the Cleric and Wizard. However, the Clockwork Soul leans heavily on its spell list. They get extra known spells that don’t count towards their spells known limit. Restore Balance lets them support their team by taking advantages and disadvantages which would either harm them or help the enemy.

  • Divine Soul – Practically clerics that aren’t officially clerics with their abilities coming from a divine being and their access to cleric’s spell list. Divine Soul Sorcerers have good durability thanks to proficiency in all armours and shields while also gaining a ton of defensive buffs and healing. They have multiple ways to buff their materials by increasing hit chance, defense, healing or giving extra weapon attacks. As cool as their abilities sound, their spell list is limited and fighting on their own without their party would be like “going commando”(vulnerable/naked) into battle.

  • Draconic Bloodline –  Their magic is inherited from the draconic blood or blessing of their ancestors. They get the equivalent of permanent Mage Armor and wings. Additional elemental damage type depends on what Draconic Ancestor they have. The downside is that they have to spend a sorcery point just to gain a temporary damage resistance and only after casting a spell of their element.

  • Rune Child –  A sorcerer whose magic comes from magical runes while their body collects and stores arcane energy. This subclass is severely outdated. Runes are powerful icons that they can use for a variety of effects. A Rune Child can simply expend sorcery points to immediately charge that number of runes, or, as an action, a Rune Child who has no sorcery points and no charged runes can charge one rune.

  • Shadow Sorcery –  Their innate magic comes from the Shadowfell. Their core strength comes from abusing Darkness, dark vision, and teleporting from shadow to shadow. With Shadow sorcery, they have some nice tricks like summoning the shadow dog; besides the edgy flavour it’s a concrete subclass.

  • Storm Sorcery – Their magic comes from the power of elemental air. They’re a nice flavour if you want to specialize in lightning and thunder stuff and deal extra damage to enemies within 10 feet. Their abilities have better use as melee, but unfortunately, sorcerers don’t have a good defense. Tempestuous Magic can somewhat help with that as it gives extra movement and allows them to disengage when they cast a spell. 

  • Wild Magic – From its origin to abilities, Wild Magic is unpredictable, which can make it unreliable and dangerous. They receive powers that can bend and somewhat tame the Wild Magic, such as controlling its surge, bending luck, reducing the threat, and adding a bit of extra damage. The main issue is that apart from the magic being ineffective, it can also cause some harm to the party or the quest. It shouldn’t discourage anyone from playing this subclass as it can be enjoyable and funny, and preparations can be made by coordinating with the DM.


  • Wizards learn a lot of spells and can pick from the most extensive spell list in the game. On top of that, they can add additional spells to their spellbook outside of level-ups. Sadly, this class relies on Intelligence for their spellcasting.

  • Abjuration – They certainly have excellent survivability but that doesn’t mean they’re made to be a fighter. They have features that make them more sizable than other Wizards and good with defense.

  • Bladesinging – The subclass allows the Wizard to get into melee combat while using a complete Wizard spell list. It can be enjoyable with high armor, haste, misty steps, Contingency combos, and so on. They just need to play clever otherwise, a single hit and they are already in the critical danger zone of dropping.

  • Chronurgist -This subclass features a bunch of free stun spells, the ability to incapacitate creatures from the backline, denying enemies a turn in combats that are overwhelmingly determined by action economy. They become a free portable ring of spell storing. Suddenly, giving everyone a familiar that can assist in battle. 

  • Conjuration – Wizards that can summon creatures and objects and even teleport. Mechanically, it’s not the strongest subclass around, but they’re still a wizard, 

  • Divination –  These Wizards get saving rolls to change outcomes drastically, and even replace the enemy dice roll. They’re often sought after for their ability to see the past, present, and future.

  • Enchantment –  Wizards are capable of altering and changing memories, enchanting people, and having monsters obey their commands. The attribute bonuses work well for what you want to do, helping that you are a bit multi-attribute dependent. You get 2 skills of your choice, allowing you to pick up skills like Deception that aren’t on the wizard list.

  • Evocation -A blasting elemental subclass that specializes in flexibility and adaptation. They have a simple go-to-spell list with added bonus damage to pack a punch. Which makes them somewhat beginner friendly but still powerful in its own way.

  • Graviturgist – Wizards can control gravity and adjust the density of creatures and objects. Want to make a giant easier to carry? Done. Want to expand their jump? Done. Want to leave their bike somewhere and would be too dense to move or steal? Done. A lot can be done by a Graviturgist, but just because they have gravity powers doesn’t mean they can take on the front line. These Wizards are support spellcasters than front blasters.

  • Illusion – A subclass that is a master of deception with illusions. They’re as good as the player makes them, as this subclass requires quick thinking and creativity. Their strengths and power are primarily qualitative rather than quantitative.

  • Necromancy – They animate and create an army of the undead that can overwhelm their foes. The only drawback is that zombies don’t have armor/weapon proficiency (unless the DM allows). They would make a great wall, but they couldn’t do much damage. Skeletons aren’t invulnerable either, and it won’t take much AoE to destroy them, but a tidal wave of the undead is not something to sneeze at. Anyone can squish one, two, three ants, but anyone can be overwhelmed by a whole colony.

  • Order of Scribes – The most bookish of all Wizards without needing to carry a spellbook around. It is still arguable whether this subclass allows you to not pay or pay at all but it offers convenience but lacks a bit of “impact” as a Wizard.

  • Transmutation – These Wizards have a sort of Artificer-theme with their ability to transform materials at will, manipulating matter into whatever they see fit. They can get and give a variety of buffs such as resistances, con save, speed increase, and darkvision. Despite this, they’re known to not have a lot going for them since it takes awhile to get certain good features.

  • War Magic – A subclass that seems underpowered on paper because it’s not flashy. War Magic is an excellent pick for multiclassing if you have a minimum of 13 in Intelligence. It’s focused on maintaining concentration, so it’s solid if you have in mind the sorts of battlefield control spells that require focus. 

Racial Feats/Best Feats

  • Darkvision- Darkvision is always great, but its advantage can be ruined if your party members do not also have it.

  • Feline Agility- Feline Agility doubles your speed at will and it recharges very easily by simply not moving for a turn. Even if you don’t choose to recharge it, you can still move at regular speed on your turn.

  • Cat’s Claws- The best part of Cat’s Claws is that Tabaxi get a climbing speed, making your build even more mobile.They can also act as your built-in weapons for some wolverine action. You deal slashing damage equal to 1d4 + your Strength modifier.

  • Cat’s Talent- No, it’s not the ability to look adorable and get a second serving of food. Perception and Stealth are some of the best skills to be proficient in for any class and any campaign. It’s something to better have at any moment for free as it can save you and your party’s skins.

Similar Posts

Leave a Reply

Your email address will not be published. Required fields are marked *