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Tabaxi: Lizardfolk Names

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LIZARDFOLK NAMES LIZARDFOLK SPEECH

Lizardfolk can master Common, but their mindset results


Lizardfolk take their names from the Draconic lan- in a speech pattern distintt from other humanoids.
guage. They use simple descriptives granted by the tribe Lizardfolk rarely use metaphors. Their speec;h is almost
based on an individual's notable deeds or actions. For alway$ literal. They might pick up idioms, but only with
example, Garurt translates as "axe," a name given to a some difficulty.
lizardfolk warrior who defeated an ore and claimed his Names confuse them, unless they are descriptive. They
foe's weapon. A lizardfolk who likes to hide in a stand of tend to a.pply their own naming conventions to other crea-
reeds before ambushing an animal might be called Ach- tures using Common words.
uak, which means "green" to describe how she blends Liiardfolk use active verbs to describe the world. A liz,
into the foliage. ardfolk in cold weather might say, "This wind brings cold"
rather than "·I feel cold." Lizardfolk tend to define things In
Lizardfolk make no distinction between male and fe-
terms of actions, rather than effects.
male in their naming conventions. Each example name
includes its translation in parenthesis.
HungryJaws. In battle, you can throw yourself into a
Lizardfolk Names: Achuak (green), Aryte (war), Bae-
vicious feeding frenzy. As a bonus action, you can make
shra (animal), Darastrix (dragon), Garurt (axe), Irhtos
a special attack with your bite. If the attack hits, it deals
(secret), Jhank (hammer), Kepesk (storm), Kethend
its normal damage, and you gain temporary hit points
(gem), Korth (danger), Kosj (small), Kothar (demon), Li-
(minimum of 1) equal to your Constitution modifier, and
trix (armor), Mirik (song), Othokent (smart), Sauriv (eye),
you can't use this trait again until you finish a short or
Throden (many), Thurkear (night), Usk (iron), Valignat
long rest.
(burn), Vargach (battle), Verthica (mountain), Vutha
Languages. You can speak, read, and write Common
(black), Vyth (steel)
and Draconic.
LIZARDFOLK TRAITS
Your lizardfolk character has the following racial traits.
TABAXI
Ability Score Increase. Your Constitution score in- WE HAD A TABAXI COME THROUGH ONCE, A FEW WINTERS
creases by 2, and your Wisdom score increases by 1. back. She kept the taproom packed each night with her sto-
Age. Lizardfolk reach maturity arqund age 14 and
rarely live longer than 60 years.
ries and spent most days napping in a chair in front of the
Alignment. Most lizardfolk are neutral. They see the fireplace. We thought she was lazy, but when Linene came
world as a place of predators and prey, where life and around looking for a missing broach, she was out the door
death are natural processes. They wish only to survive, before I could blink an eye.
and prefer to leave other creatures to their own devices.
Size. Lizardfolk are a little bulkier and taller than -Toblen Stonehill, innkeeper
humans, and their colorful frills make them appear even
larger. Your size is Medium. Hailing from a strange and distant land, wandering tab-
Speed. Your base walking speed is 30 feet, and you axi are catlike humanoids driven by curiosity to collect
have a swimming speed of 30 feet. interesting artifacts, gather tales and stories, and lay
Bite. Your fanged maw is a natural weapon, which you eyes on all the world's wonders. Ultimate travelers, the
can use to make unarmed strikes. If you hit with it, you inquisitive tabaxi rarely stay in one place for long. Their
deal piercing damage equal to 1d6 + your Strength mod- innate nature pushes them to leave no secrets uncov-
ifier, instead of the bludgeoning damage normal for an ered, no treasures or legends lost.
unarmed strike.
Cunning Artisan. As part of a short rest, you can har- WANDERING OUTCASTS
vest bone and hide from a slain beast, construct, dragon, Most tabaxi remain in their distant homeland, content
monstrosity, or plant creature of size Small or larger to dwell in small, tight clans. These tabaxi hunt for food,
to create one of the following items: a shield, a club, a craft goods, and largely keep to themselves.
javelin, or ld4 darts or blowgun needles. To use this However, not all tabaxi are satisfied with such a life.
trait, you need a blade, such as a dagger, or appropriate The Cat Lord, the divine figure responsible for the cre-
artisan's tools, such as leatherworker's tools. ation of the tabaxi, gifts each of his children with one
Hold Breath. You can hold your breath for up to 15 specific feline trait. Those tabaxi gifted with curiosity
minutes at a time. are compelled to wander far and wide. They seek out
Hunter's Lore. You gain proficiency with two of the stories, artifacts, and lore. Those who survive this pe-
following skills of your choice: Animal Handling, Na- riod of wanderlust return home in their elder years to
ture, Perception, Stealth, and Survival. share news of the outside world. In this manner, the
Natural Armor. You have tough, scaly skin. When you tabaxi remain isolated but never ignorant of the world
aren't wearing armor, your AC is 13 + your Dexterity beyond their home.
modifier. You can use your natural armor to determine
your AC if the armor you wear would leave you with a BARTERERS OF LORE
lower AC. A shield's benefits apply as normal while you
Tabaxi treasure knowledge rather than material things.
use your natural armor.
A chest filled with gold coins might be useful to buy food
or a coil of rope, but it's not intrinsically interesting.
THE CAT LORD prophecy, clan history, and other esoteric factors. Ta-
The deity of the tabaxi is a fickle e.ntity. as befits the patron baxi names can apply to both males and females, and
of cats. The tabaxi believe that the Cat Lord wanders the most use nicknames derived from or inspired by their
world, watching over them and intervening in their affairs full names.
as needed. Clerics of the Cat Lord are rare and typically Clan names are usually based on a geographical fea-
access the Trickery domain. ture located in or near the clan's territory.
The following list of sample tabaxi names includes
In the tabaxi's eyes, gathering wealth is like packing nicknames in parenthesis.
rations for a long trip. It's important to survive in the Tabaxi Names: Cloud on the Mountaintop (Cloud),
world, but not worth fussing over. Five Timber (Timber), Jade Shoe Qade), Left-Handed
Instead, tabaxi value knowledge and new experiences. Hummingbird (Bird), Seven Thundercloud (Thunder),
Their ears perk up in a busy tavern, and they tease Skirt of Snakes (Snake), Smoking Mirror (Smoke)
out stories with offers of food, drink, and coin. Tabaxi Tabaxi Clans: Bright Cliffs, Distant Rain, Mountain
might walk away with empty purses, but they mull Tree, Rumbling River, Snoring Mountain
over the stories and rumors they collected like a miser
counting coins. TABAXI PERSONALITY
Although material wealth holds little attraction for the
A tabaxi might have motivations and quirks much dif-
tabaxi, they have an insatiable desire to find and inspect
ferent from a dwarf or an elf with a similar background.
ancient relics, magical items, and other rare objects.
You can use the following tables to customize your char-
Aside from the power such items might confer, a tabaxi
acter in addition to the trait, ideal, bond, and flaw from
takes great joy in unraveling the stories behind their cre-
your background.
ation and the history of their use.
The Tabaxi Obsession table can help hone your
FLEETING FANCIES character's goals. For extra fun, roll a new result ev-
ery few days that pass in the campaign to reflect your
Wandering tabaxi are mercurial creatures, trading one ever-changing curiosity.
obsession or passion for the next as the whim strikes. A
tabaxi's desire burns bright, but once met it disappears TABAXI OBSESSIONS
to be replaced with a new obsession. Objects remain in-
d8 My curiosity is currently fixed on ...
triguing only as long as they still hold secrets.
A tabaxi rogue could happily spend months plotting to A god or planar entity
steal a strange gem from a noble, only to trade it for pas- 2 A monster
sage on a ship or a week's lodging after stealing it. The 3 A lost civilization
tabaxi might take extensive notes or memorize every 4 A wizard's secrets
facet of the gem before passing it on, but the gem holds 5 A mundane item
no more allure once its secrets and nature have been 6 A magic item
laid bare. 1 A location
8 A legend or tale
TINKERS AND MINSTRELS
Curiosity drives most of the tabaxi found outside their TABAXI QUIRKS
homeland, but not all of them become adventurers. Ta-
baxi who seek a safer path to satisfy their obsessions dlO Quirk
become wandering tinkers and minstrels. 1 You miss your tropical home and complain endlessly
These tabaxi work in small troupes, usually consisting about the freezing,weather, even in summer.
of an elder, more experienced tabaxi who guides up to 2 You never wear the same outfit twice, unless you ab-
four young ones learning their way in the world. They solutely must.
travel in small, colorful wagons, moving from settlement 3 You have a minor phobta of water and hate getting
to settlement. When they arrive, they set up a small wet.
stage in a public square where they sing, play instru- 4 Your tail always betrays your inner thoughts.
ments, tell stories, and offer exotic goods in trade for
5 You purr loudfy when you are hap.py.
items that spark their interest. Tabaxi reluctantly accept
6 You keep a small ball of yarn in your hand, which you
gold, but they much prefer interesting objects or pieces
of lore as payment. constantly fidget with.
These wanderers keep to civilized realms, preferring 7 You are alway5 in debt, since you spend your gold on
to bargain instead of pursuing more dangerous methods lavish parties and gifts for friends.
of sating their curiosity. However, they aren't above a 8 When talking about something you're obsessed with,
little discreet theft to get their claws on a particularly in- you speak quickly and never pause and others can't
teresting item when an owner refuses to sell or trade it. understand you .
9 You are a .font of random trivia from the lore and sto·
TABAXI NAMES ries you have discovered.
Each tabaxi has a single name, determined by clan and 10 You can't help but pocket interesting objects you
based on a complex formula that involves astrology, come across.

CliAPTER 2 I CHARACTER RACES


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-·=====================::::l:2!::::~...,___
Size. Tabaxi are taller on average than humans and
relatively slender. Your size is Medium.
Speed. Your base walking speed is 30 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.
Feline Asility. Your reflexes and agility allow you to
move with a burst of speed. When you move on your
tum in combat, you can double your speed until the end
of the tum. Once you use this trait, you can't use it again
until you move O feet on one of your turns.
Cat's Claws. Because of your claws, you have a climb-
ing speed of 20 feet. In addition, your claws are natural
weapons, which you can use to make unarmed strikes.
If you hit with them, you deal slashing damage equal to
ld4 + 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.
Lansuages. You can speak, read, and write Common
and one other language of your choice.

TRITON
AH, THE TRITONS. IMAGINE IF THE ELVES SPENT A FEW
centuries far beneath the sea, where their arrogance and
pretension could grow undisturbed. At least the tritons
spent that time fighting sahuagin and worse, so you know
you can count on them in a fight.
-Brego Stoneheart, sea captain

Tritons guard the ocean depths, building small settle-


ments beside deep trenches, portals to the elemental
planes, and other dangerous spots far from the eyes of
land-bound folk. Long-established guardians of the deep
ocean floor, in recent years the noble tritons have be-
come increasingly active in the world above.

AQUATIC CRUSADERS
T ABAXI TRAITS
Centuries ago, tritons entered the world in response
Your tabaxi character has the following racial traits. to the growing threat of evil elementals. Tritons waged
Ability Score Increase. Your Dexterity score in- many wars against their enemies on the Plane of Wa-
creases by 2, and your Charisma score increases by 1. ter, driving them into the Darkened Depths where they
Ase. Tabaxi have lifespans equivalent to humans. escaped into the crushing pressure and utter darkness.
Alisnment. Tabaxi tend toward chaotic alignments, In time, the tritons noticed that their ancient elemental
as they let impulse and fancy guide their decisions. They foes had grown quiet. Expeditions to the depths re-
are rarely evil, with most of them driven by curiosity vealed that krakens, sahuagin, and far worse foes had
rather than greed or other dark impulses. fled the Plane of Water for the Material Plane.
The tritons, driven by a sense of duty and responsi-
TABAXI IN THE fORCOTTEN REALMS bility, would not allow their foes to escape so easily.
In the Forgotten Realms, tabaxi hail from Maztica, a realm A great conclave of tritons chose volunteers skilled in
located far across the ocean west of the Sword Coast. The weapons and magic as part of an expeditionary force to
tabaxi of Maztica are known for their isolation, and until enter the Material Plane and seek out their enemies.
recently they never ventured from their homeland. The Those tritons spread across the world's oceans and es-
tabaxi say little of why that has changed, though rumors
tablished protectorates to watch over deep sea trenches,
persist of strange happenings in that distant land.
portals, undersea caves, and other locations where their
enemies might lurk. They defeated their foes when they
found them and drove the rest into hiding.

CHAPTER 2 f CHARACTER RACES


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