D&D 5e: Tabaxi Rogue Guide

D&D 5e: Tabaxi Rogue Guide
Chaotic kleptomaniac furries, edgy assassin Neko, puss in boots DnD version, and whatever you’d like to call them. Tabaxi Rogues aren’t something to taunt as they’re very skilled in sneak and snag.
The Tabaxi race can be found in Volo’s Guide to Monsters. Click here to pick up your own copy of Volo’s Guide to Monsters!
The Rogue class can be found in the Player’s Handbook. Click here to pick up your own copy of The Player’s Handbook!
How to Make a Tabaxi Rogue
There’s isn’t much to know about Tabaxis apart from being humanoid cats that enjoy a treasure or two… or more! Nevertheless, they’re mostly chaotic beings but rarely lean on the evil side just like our furballs in real life.
As for the appearance, they are more similar to that of wild cats such as panthers, cheetahs, leopards, and tigers. Although Tabaxis that look closer to domesticated cats aren’t unheard of, they’re fairly uncommon. The distinction between males and females may vary in clothing but in terms of physical features, there is little to no difference.
Rogue and all: “I could be right behind you and you wouldn’t know.”
Rogues are a notorious OP class that is masters of sneak, steal, trick, and cha-cha real smooth. That is, if you know how to play the class right or else you’ll have your whole party coming at your throat rather than the enemies’. Yes, Rogues are good at being independent but when a job calls a party where no one is subordinate or leader then they have to work together.
Archetype- It’s the kind of Rogue you want to main. Don’t be a Mary/Gary Sue and say you’re good at all of them, even Rogues have their limit.
- Arcane trickster: with a knack for illusion and enchantment spells, this subclass brings magic as a plus to being a Rogue.
- Spell Casting– Not only do you get to do magic, but you also don’t need to go to wiznerd school to be able to do some of their spells.
- Cantrips
- Spell slots
- Spells Known of 1st-Level and Higher.
- Spellcasting Ability- You’re going to need Intelligence for this
- Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
- Spell attack modifier = your proficiency bonus +your Intelligence modifier.
- Mage Hand Legerdemain– a.k.a magic hands!
- Magical Ambush
- Versatile Trickster
- Spell Thief
- Spell Casting– Not only do you get to do magic, but you also don’t need to go to wiznerd school to be able to do some of their spells.
- Assassin: The edge lord’s archetype. A subclass is mainly made up of hired hitmen, bounty hunters, spies, and even priests trained to kill their deities’ enemies.
- Bonus Proficiencies
- Assassinate
- Infiltration Expertise- a.k.a mastery in catfishing and scams
- Impostor- this doesn’t just involve a change of outfit, but you can mimic a person’s voice, writing, and behavior. If anybody gets sus, you have an advantage in charisma to fool them regardless if your disguise is just a clip-on mustache.
- Death Strike– when you attack or hit a creature, it can immediately die. So yes, you b**** slap someone, to death.
- Thief: A vanilla subclass to being a Rogue but not a bad one if your character is cunning and more on street crime. It’s very suitable for a Tabaxi due to their knack for “borrowing” objects.
- Fast hands- Pickpocketing go brrr! This ability doesn’t just cover crime but also your skill in lock picking, using your tools and weapons, and disarming.
- Second-story work- No, this does not mean you get to add more to your backstory. This refers to your climbing ability and running jump. Its name is that the ability helps you GET TO the second or upper floor of a building which is also referred to by fancy people as a story.
- Supreme sneak
- Use magic devices
- Thief reflexes
Tabaxis make great Rogues not only for +2 in Dexterity and +1 in Charisma but due to their feline abilities (will be discussed in how to play). In building your Rogue is advised to make your dexterity the highest, can’t be the master of sneak without the sneak. Next is Constitution which should be followed by Intelligence. Next Wisdom and Charisma whichever has higher points depends on your choice of skills and role in the party. Strength is going to be your dump stat. Not a whole lot of need for strength as a rogue.
How to Play a Tabaxi Rogue
Hit Dice: 1d8 per rogue level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st
Some of your class’ default features are:
- Expertise- choose two of your skill proficiencies or one of your skill proficiencies and your proficiency with thieves’ tools. By 6th level, you can choose two more proficiencies.
- You can choose four skills from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth.
- Cunning Action
- Ability Score Improvement
- Uncanny Dodge
- Evasion
- Reliable Talent
- Blindsense- If you can’t trust your eyes then you can trust your ears.
- Slippery Mind- No, it’s not you getting your head in the gutter or being easily distracted. It’s mental strength and wisdom.
- Elusive- the second reason why enemies and DM will hate you.
- Stroke of Luck- The main reason why you will be despised. Even if you purposely try to fail you’ll still be successful and fail in failing.
- Being a humanoid feline comes with its own set of advantages too:
- Dark vision
- Feline Agility- Tabaxi goes zoom! You’ve seen those cat videos of cats high and hyper? Exactly that but for a humanoid cat.
- Cat’s claws– Your claws help you climb walls at a speed of 20 feet, actas your own 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. Its proficiency is stealth and perception skills… which can be used to get another serving of food.
Tabaxis are social beings that will get along and work with others as long as they’re treated well and given their fair cut. Being humanoid cats, it shouldn’t be assumed they’ll melt at a kind touch and good ear scratching. Like humans, they’d likely only allow such affection with those they’re close to. Nevertheless, they’ll likely do good in a team and on their own.
How to Roleplay as a Tabaxi Rogue
Little information is known about Tabaxi apart from their personalities, and they come from an unknown strange distant land by the shore. They’re taller than humans but live the same life span and know how to speak, read and write in common. They quickly get along with others and love all things treasure, legendary, and artifacts.
Add in their natural curiosity and wanderlust; they make lovely storytellers and guides. Although, their thirst for “… leaving no secrets uncovered, no treasures or legends lost…” gives them a reputation of being nosy and thieving like conmen. Fitting and ironic for a Rogue. It is essential to consider their background. What are their past and current ties with the law? A criminal past? What leads them to a life of being a rogue? What are their ideals? It gives your character more life and some material your DM can use to -torture you with- know your skill and proficiencies. Perhaps it’s not a tragic background that turned you into a Rogue but rather your desire for the treasures and adventure you may gain.
Being a Rogue, you are capable of speaking Thieves cant. Can’t what? Can’t be straightforward. It’s a kind of dialect, signs, and even symbols that hides a secret message. Like saying “I’ll do it later” actually means “I’m waiting for someone else to do it.” or a drawing of a cat on the wall means “Meeting at midnight.”.