Tasmer (5e Race)
From D&D Wiki
Slender, flexible & built for hunting, the tasmer of Vorel Edar have settled down all over the world.
A female tasmer would typically have a slim frame with a natural disposition to be very light, as the feline blood within the race is closer to a leopard than a tiger. This does not mean they're exclusively this way, since the tasmer vary as much as can be expected in a humanoid society of all shapes & sizes. They can & will train themselves like any intelligent race.
A male tasmer would typically be a slender figure from the very beginning. Like other humanoid races they also have the natural disposition to be bigger than their female counterpart, but not by much as they're still a feline at heart.
Both genders sport cat-like ears on the top of their head. Hair grows on the top of their heads, rather than fur. A very light & thin transparent coat of fur across their body can vary in degree based on which part (Feline/non-feline) of them is dominant. A roughly meter long tail covered in fur, can vary in degree based on region. They appear quite human when looked upon, but their hands & feet sport retractable cat claws rather than nails, but no tread-pillows. Legs and arms are shaped like a human's, but are trained to be more flexible more readily.
"The actual origin of the Tasmer within the boundries of Vorel Edar is oddly enough not attributed to the Feywild. The stories actually tell of an unusual union between an Aasimar & a Tabaxi that through a small miracle had children, the entities watching over the Aasimar saw these as cute little buggars, so they pleaded to the higher angels to grant these creatures life. After this, Tasmer became more and more of a race as it seems they weren't born dead like they previously did, after this event, the mortality rate dropped massively... That's how the story goes. Anyhoo, where's me bear?" - Koren Treesplinter, Bard of the Bear
As they owe their names to both Tabaxi & Aasimar originally (Later in history; humans, elves & half-elves), Tasmer can effectively be seen with any name from either three races, but also typically with their clan's initial(s) in front of, or behind their name. Tasmer rarely sport surnames.
Being that the combination of blood they have is very versatile, they have very few issues with any terrain (based on personality & area of upbringing). The Tasmer have in general made very good homes in any terrain or city imaginable, and as such has grown to be a rather large race.
Amongst a typical Tasmer society there's little difference from a typical human settlement, except the Tasmer often has a couple, a couple consisting of a matriach & a patriach. These two are often a wise elderly couple that has lived their life with dignity, and as such when one or both of the previous couple dies, there will be a morning ceremony, followed by a council of elders during which an election is made of who should lead the clutch.
Living a life that one can be proud of is a large part of what it is to be a Tasmer. They're often sought by humans for both friendly & malignant purposes, and as such often get visitors from many of the human continents. Being an intelligent race they began taking fees, which in turn grew many of their settlements & further led to their growth. Tasmer & humans live side by side very easily, just as Tasmer and Tabaxi often has an easy time living together despite it being somewhat rarer.
Smart, Wise, Quick.
Ability Score Increase. Your Charisma score increases by 1, your Wisdom score increases by 1 and your Dexterity increases by 1. As normal, you can't increase an ability score above 20 using this feature
Age. Tasmer can grow as old as 80 years.
Alignment. Any possible, but typically kind-hearted & chaotically curious
Size. Tasmer vary in height and build, from barely 5 feet to well over 6 feet tall, albeit in somewhat rare. Your size is Medium.
Speed. Your base walking speed is 35 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.
Strong Claws. As a member of the feline family, your claws are suitable for climbing any rugged or penetrable surface, you have a climbing speed of 20ft.
Too curious. If a curious situation occurs that the Tasmer find personal interest in, often time they cannot help themselves to at the very least touch it. Or wonder how it sounds when they shove it onto the floor, often shattering it.
Jumpy. A sincere lack of trust has been brewing amongst the Tasmer for years, which resulted in generation after generation to stay away from humanoids & increasingly steer away from them. To this end they have tight security and a fee for merely walking into their villages. If a humanoid is caught within their borders, they often lose a limb, and occasionally, depending on the crime, something more important to them. This mistrust, is something all Tasmer carries with them.
Celestial Blessing. By the blessings of the angels and the Aasimar blood, you can cast "Dancing Lights" at will. At 3rd level, your bloodline shows in your aura(you gain subtype: Celestial), and you can cast "Calm Emotions" a number of times each day equal to your Charisma modifier. At 6th level, you gain the ability to heal the wounds of yourself or those you care greatly for, healing an amount equal to a number of hit dice rolled + level + Charisma modifier, this process takes 10minutes. (The hit dice is taken from your pool, and will be expended, just like rolling for hp during short rest.)
Cats are Fluid.. Tasmer has similar bone structure to their feline friends, most Tasmer can fit through any space large enough to fit their head through (this functions the same as the Squeezing rule).
Languages. You can speak, read, and write Common and one other language of your choice.
Ability Score Increase. Your Constitution score increases by 1
Strong Tail. Your tail can be used as a method for grabbing objects, but not use them with your tail.
Climate Adaptation. As a member of a tribe in the hot climate of the world, any fur you may have will be much more course & much shorter than any of the kinsmen. You have resistance to hot weather effects. You have pads under your feet.
Ability Score Increase. Your Wisdom score increases by 1
Withstand. Surviving the harsh winds atop mountains, you have learned to stand fast. You have advantage on saves/checks attempting to move you.
Climate Adaptation. As a dweller in tall mountains & cold areas, any fur you may have grows thick, long & warm. By their nature these Tasmer have very big & long tails with an extraordinary weight and warmth to them. You have resistance to weather effects. You have pads under your feet &/or hands.
Ability Score Increase. Your Charisma score increases by 1
Such a Charmer. Your friends cantrip, and charm person have a 50/50 chance of having no downside. (Meaning they may not realize the nature of the magic & therefore not get angry about it.)
Cityslicker. Contrary to the other two prominent tribes, city cats have lost most of their unique features, and thus have over time become more human than tabaxi, and as such look the most human of them all, & due to no need for fur alterations, they vary greatly. You do not have pads.
Ability Score Increase. Your Dexterity score increases by 1
Hunter. You can add +2 to Stealth checks if you're wearing no boots &/or heavy armour. This bonus increases by 2 at 4th, 9th, 13th, & 17th level.
Treecat. Due to density of trees within the jungle & close tabaxi lineage, this breed of Tasmer has had the need to use their claws more effectively. Your climbing speed is equal to your walking speed, and your jump length & height is doubled. You have pads under your feet &/or hands.
Random Height and Weight
|′ ″||+||lb.||× () lb.|
*Height = base height + height modifier