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The catlike [[tabaxi]] are an agile, witty, and playful folk who have long lived among the indigenous [[Ki’Nau]] people of [[the Menagerie Coast]] and in the cold northern forests of [[the Greying Wildlands]]. Said to have been born from the dreams of [[Melora]] within the jungles of [[Wildemount]]’s more temperate regions, they are natural hunters with keen senses and predatory instincts. The tabaxi of [[Exandria]] are also well known for their social guile. Many are taken with a love of wordplay and debate, often engaging travelers in philosophical conversations meant to challenge the intellect and to subtly gauge the disposition of strangers.
[[Tabaxi]] can be found in small numbers throughout [[Wildemount]] and are generally well thought of. Some make up small clans in the wilderness beyond the boundaries of [[Wildemount]]’s major societies. Others are content to stand out among the other folk of those larger nations. Deft at crafts, hunting, and commercial enterprises, many [[tabaxi]] find themselves drawn toward an entrepreneurial existence, while some fall naturally into the more dangerous pursuits of an adventurer’s lifestyle.
Politics hold a conversational curiosity for some, but only a few [[tabaxi]] are driven enough to ascend to positions of political power, most commonly along [[the Menagerie Coast]]. Even so, most catfolk are happier away from the limelight, slyly convincing others to visibly take the risks for them.
### [](https://www.dndbeyond.com/sources/dnd/egtw/character-options#FleetingFancies)Fleeting Fancies
Wandering [[tabaxi]] are mercurial creatures, trading one obsession or passion for the next as the whim strikes. A [[tabaxi]]’s desire burns bright, but once met it disappears to be replaced with a new obsession. Objects remain intriguing only as long as they still hold secrets.
A [[tabaxi]] rogue could happily spend months plotting to steal a strange gem from a noble, only to trade it for passage on a ship or a week’s lodging after stealing it. The [[tabaxi]] might even take extensive notes or memorize every facet of the gem before passing it on, but the gem holds no more allure once its secrets and nature have been laid bare.
### [](https://www.dndbeyond.com/sources/dnd/egtw/character-options#TabaxiNames)Tabaxi Names
Each [[tabaxi]] has a single name, determined by clan and based on a complex formula that involves astrology, prophecy, clan history, and other esoteric factors. [[Tabaxi]] names can apply to all genders, and most use nicknames derived from or inspired by their full names. Clan names are usually based on a geographical feature located in or near the clan’s territory.
The following list of sample [[tabaxi]] names includes nicknames in parentheses.
**Tabaxi Names:** Cloud on the Mountaintop (Cloud), Five Timber (Timber), Flask of Wine (Flask), Jade Shoe (Jade), Left-Handed Hummingbird (Bird), Seven Thundercloud (Thunder), Skirt of Snakes (Snake), Smoking Mirror (Smoke)
**Tabaxi Clans:** Bright Cliffs, Distant Rain, Mountain Tree, Red Butterfly, Rumbling River, Snoring Mountain
### [](https://www.dndbeyond.com/sources/dnd/egtw/character-options#TabaxiTraits)Tabaxi Traits
A tabaxi character has the following racial traits.
_**Ability Score Increase.**_ Your Dexterity score increases by 2, and your Charisma score increases by 1.
_**Age.**_ Tabaxi have lifespans equivalent to humans.
_**Size.**_ Tabaxi are taller on average than humans and relatively slender. Your size is Medium. Here’s how to determine your height and weight randomly, starting with rolling a size modifier:
Size modifier = 2d10
Height = 4 feet + 10 inches + your size modifier in inches
Weight in pounds = 90 + (2d4 × your size modifier)
_**Speed.**_ Your base walking speed is 30 feet.
_**Darkvision.**_ 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 Agility.**_ Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
_**Cat’s Claws.**_ Because of your claws, you have a climbing 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 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
_**Cat’s Talent.**_ You have proficiency in the [Perception](https://www.dndbeyond.com/sources/dnd/free-rules/playing-the-game#Skills) and [Stealth](https://www.dndbeyond.com/sources/dnd/free-rules/playing-the-game#Skills) skills.
_**Languages.**_ You can speak, read, and write [[Common]] and one other language of your choice.