Class Options

On the red moon, magic is abound, and legends tell of creatures and mortals capable of feats thought impossible to those on Bara Druu. The following class options are available to D&D 5th Edition characters in the Tabaxi setting.

Bard Colleges

College of the Magpie

The bards of the College of the Magpie are taught how to capture and hold the attention of an audience as well as alter their mannerisms, conceal their features, and veil their intentions. Lies come easily to these bards, who are as adept at making up tales as retelling the truth. Many of these bards find work as actors and performers, whether it is on their own or part of a travelling troupe. A rare few find alternate uses for their skills, as confidence men or even spies. Few of these bards remain in the same place for long, and most journey between theatres, royal courts, or inns.

This secretive "college" is named after Amelia Conté, a Peñapesaran con artist whose infamy gave rise to folk legends. Her skills are passed down, bard-to-bard, to only those worthy of her legacy.

Bards of the Magpie are often dedicated to their art. Many throw themselves into a role, adopting new mannerisms and habits, and refusing to drop character before their performance is complete. Some even lose themselves in a performance, creating elaborate and detailed backstories. Other bards have a stable of favourite characters whom they can assume at a moment’s notice.

Prerequisites

Only the skilled are selected to learn the ways of the Magpie. You need a minimum Dexterity score of 12, Intelligence score of 13, and a Charisma score of 16. Your character must also have a mentor who is of this College to get them started on the Magpie's path.

Social Graces

Starting when you join the College of the Magpie at 3rd level, you have advantage on Charisma checks against non-hostile creatures, unless you are attempting to intimidate them.

By 6th level, you have gained exceptional wisdom when it comes to reading people. Before you make a Wisdom (Insight) check against a single creature, you can choose to give yourself advantage on that check.

Enthralling Performance

Starting at 3rd level, you can use your performance to inspire wonder in your audience by singing, reciting a poem, dancing, or speaking. At the end of a performance of 1 minute or longer, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the

.


target idolizes you, it speaks glowingly of you to anyone who talks to it, and it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.

If a target succeeds on its saving throw, the target has no hint that you tried to charm it. If they succeed with a natural 20, they become pointedly aware of your power to influence their opinion. Once you use this feature, you can’t use it again until you finish a short or long rest.

Lux Corvidae

By 6th level, you have an eye for danger and can signal your allies in your own signature way. As a bonus action, you can expend a use of Bardic Inspiration to grant yourself a wondrous, otherworldly appearance. When you do so, choose a number of allies you can see and who can see you within 60 feet of you, up to a number of them equal to your Charisma modifier (minimum of one). Each target gains temporary hit points equal to your Bard level.

When a target gains these temporary hit points, it can also use its reaction to move up to its speed toward you, without provoking opportunity attacks. It must take the shortest, safest path to you.

Luceat Corvidae

When you reach 14th level, you can imbue your spells with your ability to understand and manipulate people. When you cast a spell that requires a saving throw, you can expend one use of bardic inspiration and subtract the number rolled from one creature's saving throw against your spell. You can choose to do so after the creature's roll but before the DM announces the result.

This ability cannot be used if the target creature cannot hear you, if it has an Intelligence score of 4 or less, or if it is immune to being charmed.

85

PART 2 | CHARACTER CREATION

Revised Ranger (Tabaxi)

Much like the Unearthed Arcana Revised Ranger, this class seeks to update the Ranger class into something a little more fun. It is mostly identical to the Revised Ranger with slight changes to reflect Tabaxi's grittier setting.

Class Features

The revised ranger gains the following class features

Hit Points


  • Hit Dice: 1d10 per ranger level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None

  • Saving Throws: Strength, Dexterity
  • Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) scale mail or (b) leather armor
  • (a) two shortswords or (b) two simple melee weapons
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • a longbow and a quiver of 20 arrows

Quick Draw

Starting at first level, you gain Advantage on initiative rolls.


.

Favored Enemy

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds. Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it.

Natural Explorer

You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Under- dark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. When you are in your favored terrain, you gain the following benefits:

  • You ignore difficult terrain.
  • On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.

In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or

86

PART 2 | CHARACTER CREATION

The Tabaxi Ranger
Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th
1st +2 Quick Draw, Favored Enemy, Natural Explorer
2nd +2 Fighting Style, Spellcasting 2 2
3rd +2 Primeval Awareness, Ranger Conclave 3 3
4th +2 Ability Score Improvement 3 3
5th +3 Ranger Conclave feature 4 4 2
6th +3 Greater Favored Enemy, Natural Explorer Improvement 4 4 2
7th +3 Ranger Conclave feature 5 4 3
8th +3 Ability Score Improvement, Fleet of Foot 5 4 3
9th +4 6 4 3 2
10th +4 Hide in Plain Sight, Natural Explorer Improvement 6 4 3 2
11th +4 Ranger Conclave feature 7 4 3 3
12th +4 Ability Score Improvement 7 4 3 3
13th +5 8 4 3 3 1
14th +5 Vanish 8 4 3 3 1
15th +5 Ranger Conclave feature 9 4 3 3 2
16th +5 Ability Score Improvement 9 4 3 3 2
17th +6 10 4 3 3 3 1
18th +6 Feral Senses 10 4 3 3 3 1
19th +6 Ability Score Improvement 11 4 3 3 3 2
20th +6 Foe Slayer 11 4 3 3 3 2

more:

  • Difficult terrain doesn’t slow your group’s travel.
  • Your group can’t become lost except by magical means.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you forage, you find twice as much food as you normally would.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

You choose additional favored terrain types at 6th and 10th level.

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Spellcasting

By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See PHB Chapter 10 for the general rules of spellcasting and chapter 11 for the ranger spell list.

Spell Slots

The Ranger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot

87

PART 2 | CHARACTER CREATION

available, you can cast animal friendship using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the ranger spell list.

The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Primeval Awareness

Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.

You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.

You cannot use this ability against a creature that you have attacked within the past 10 minutes.

Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.

If there are multiple groups of your favored enemies within range, you learn this information for each group.

Ranger Conclave

At 3rd level, you choose to emulate the ideals and training of a ranger conclave: the Beast Conclave, the Hunter Conclave, or the Stalker Conclave. Gnomish characters may choose to pursue the Explorer Conclave. All are detailed at the end of the class description. Your choice grants you features at 3rd level and again at 5th, 7th, 11th, and 15th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Greater Favored Enemy

At 6th level, you are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4.

Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.

Fleet of Foot

Beginning at 8th level, you can use the Dash action as a bonus action on your turn.

Hide in Plain Sight

Starting at 10th level, you can remain perfectly still for long periods of time to set up ambushes.

When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.

If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.

Vanish

Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.

Feral Senses

At 18th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.

You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.

Foe Slayer

At 20th level, you become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

88

PART 2 | CHARACTER CREATION

Ranger Conclaves

The ideal of the ranger has two classic expressions: the Hunter and the Beast Master. More exotic rangers exist as well, such as the Deep Stalker and the gnome-specific Explorer.

Hunter Conclave

Some rangers seek to master weapons to better protect civilization from the terrors of the wilderness. Members of the Hunter Conclave learn specialized fighting techniques for use against the most dire threats, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.

Hunter’s Prey

At 3rd level, you gain one of the following features of your choice.

Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.

Giant Killer. When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.

Horde Breaker. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Defensive Tactics

At 7th level, you gain one of the following features of your choice.

Escape the Horde. Opportunity attacks against you are made with disadvantage.

Multiattack Defense. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

Steel Will. You have advantage on saving throws against being frightened.

Multiattack

At 11th level, you gain one of the following features of your choice.

Volley. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.

Whirlwind Attack. You can use your action to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target.


Superior Hunter’s Defense

At 15th level, you gain one of the following features of your choice.

Evasion. When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.

Stand Against the Tide. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.

Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Beast Conclave

Many rangers are more at home in the wilds than in civilization, to the point where animals consider them kin. Rangers of the Beast Conclave develop a close bond with a beast, then further strengthen that bond through the use of magic.

Animal Companion

At 3rd level, you learn to use your magic to create a powerful bond with a creature of the natural world.

With 8 hours of work and the expenditure of 50 gp worth of rare herbs and fine food, you call forth an animal from the wilderness to serve as your faithful companion. You normally select your companion from among the following animals: an ape, a black bear, a boar, a giant badger, a giant weasel, a mule, a panther, or a wolf. However, your DM might pick one of these animals for you, based on the surrounding terrain and on what types of creatures would logically be present in the area.

At the end of the 8 hours, your animal companion appears and gains all the benefits of your Companion’s Bond ability. You can have only one animal companion at a time.

If your animal companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call forth your companion’s spirit and use your magic to create a new body for it. You can return an animal companion to life in this manner even if you do not possess any part of its body.

If you use this ability to return a former animal companion to life while you have a current animal companion, your current companion leaves you and is replaced by the restored companion.

Companion’s Bond

Your animal companion gains a variety of benefits while it is linked to you.

The animal companion loses its Multiattack action, if it has one.

The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.

When using your Natural Explorer feature, you and your animal companion can both move stealthily at a normal pace.

89

PART 2 | CHARACTER CREATION

Your animal companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls.

Your animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws.

For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly.

Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. Your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise.

Your animal companion gains the benefits of your Favored Enemy feature, and of your Greater Favored Enemy feature when you gain that feature at 6th level. It uses the favored enemies you selected for those features.

Your companion shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always, “The ranger who travels with me is a beloved companion for whom I would gladly give my life.”

d6 Trait
1 I’m dauntless in the face of adversity.
2 Threaten my friends, threaten me.
3 I stay on alert so others can rest.
4 People see an animal and underestimate me. I use that to my advantage.
5 I have a knack for showing up in the nick of time.
6 I put my friends’ needs before my own in all things.
d6 Flaw
1 If there’s food left unattended, I’ll eat it.
2 I growl at strangers, and all people except my ranger are strangers to me.
3 Any time is a good time for a belly rub.
4 I’m deathly afraid of water.
5 My idea of hello is a flurry of licks to the face.
6 I jump on creatures to tell them how much I love them.

Coordinated Attack

Beginning at 5th level, you and your animal companion form a more potent fighting team. When you use the Attack action on your turn, if your companion can see you, it can use its reaction to make a melee attack.

Beast’s Defense

At 7th level, while your companion can see you, it has advantage on all saving throws.


Storm of Claws and Fangs

At 11th level, your companion can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target.

Superior Beast’s Defense

At 15th level, whenever an attacker that your companion can see hits it with an attack, it can use its reaction to halve the attack’s damage against it.

Deep Stalker Conclave

Most folk descend into the depths of the Underdark only under the most pressing conditions, undertaking some desperate quest or following the promise of vast riches. All too often, evil festers beneath the earth unnoticed, and rangers of the Deep Stalker Conclave strive to uncover and defeat such threats before they can reach the surface.

Underdark Scout

At 3rd level, you master the art of the ambush. On your first turn during combat, you gain a +10 bonus to your speed, and if you use the Attack action, you can make one additional attack.

You are also adept at evading creatures that rely on darkvision. Such creatures gain no benefit when attempting to detect you in dark and dim conditions. Additionally, when the DM determines if you can hide from a creature, that creature gains no benefit from its darkvision.

Deep Stalker Magic

At 3rd level, you gain darkvision out to a range of 90 feet. If you already have darkvision, you increase its range by 30 feet.

You also gain access to additional spells at 3rd, 5th, 9th, 13th, and 15th level. Once you gain a deep stalker spell, it counts as a ranger spell for you but doesn’t count against the number of ranger spells you know.

Deep Stalker Spells
Ranger Level Spells
3rd disguise self
5th rope trick
9th glyph of warding
13th greater invisibility
17th seeming

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Iron Mind

At 7th level, you gain proficiency in Wisdom saving throws.

Stalker’s Flurry

Starting at 11th level, once on each of your turns when you miss with an attack, you can make another attack.

90

PART 2 | CHARACTER CREATION

Stalker’s Dodge

At 15th level, whenever a creature attacks you and does not have advantage, you can use your reaction to impose disadvantage on the creature’s attack roll against you. You can use this feature before or after the attack roll is made, but it must be used before the outcome of the roll is determined.

Explorer Conclave

Prerequisite: Gnome race


The great gnomish explorer upon who's backs the Tomb Reef islands were tamed and claimed for the glory of Mekka. These heroes thrive in the deepest wilderness away from society and civilization. They chase the thrill of discovery and adventure. Senior explorers specialize further, picking a lifestyle whick will determine if they choose a little piece of wilderness and make it their own, or if they drive further into the wildes seeking ever greater discovery. Every child in the gnomish lands knows the names and tales of the legendary explorers, the songs of their lives echoing across the lands.

Ready for Anything

At 3rd level, you gain an additional Favored Terrain for your Natural Explorer class feature. When the feature allows you to choose another Favored Terrain at 6th and 10th levels, you choose two instead of one.

Sturdy Legs

Starting at 7th level, your base walking speed is increased by 15 feet.

Explorer's Lifestyle

At 11th level, you have developed a unique approach to your adventuring life. Choose one of the following benefits.

Settler. You dedicate an area not exceeding 10,000 square feet as a Home - this can be a small cave, house and yard, patch of woods, or most anything, regardless of who else may inhabit the space. Dedicating an area as a Home requires you to spend no less than two thirds of your time within the area for one full year. You can only have one Home at a time. While you are within your designated Home, you gain +5 to AC, Attack rolls, and Ability checks. Additionally, when you are Home, you gain all the benefits that you would gain from being in your Favored Terrain.

Wanderlust. When you arrive at a location that you have never been to before (location meaning an area of at least 5 square miles) you gain +2 to all stats for one day. This location is treated as your Favored Terrain for the duration.

Frontiersneblin. When you arrive at a location that no gnome has seen since the days of the Empire (location meaning an area of at least 5 square miles) you gain +2 to all stats, and +5 to AC and damage rolls for one day. This location is treated as your Favored Terrain for the duration.

Spirit of Thrillbi

Instead of gaining the Foe Slayer ability at 20th level, you gain this ability instead. You may roll 4d20 to perform an ability check in a unique way. Whatever you are attempting must be descriptive, unusual, deemed "insane", "weird", or "too creative" by table consensus and with DM consent. Effects may be as powerful as a Lvl 9 spell (except wish ).

91

PART 2 | CHARACTER CREATION

92

PART 2 | CHARACTER CREATION