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Tabaxi Race Guide: D&D 5e (2014)
dnd 5e 2014

Tabaxi Race Guide: D&D 5e (2014)

14 min read
By Andrew Blase

Helping RPG players find games, game masters find players, and stores fill seats - one connected place instead of a dozen scattered group chats.

  1. Guides
  2. >D&D 5e
  3. >Race Guides
  4. >Tabaxi Race Guide: D&D 5e (2014)

The short answer

Tabaxi from Volo's Guide to Monsters get +2 Dexterity, +1 Charisma, darkvision, Feline Agility (double your speed for a turn, recharged by a turn without moving), a 20-foot climbing speed with claws, and Perception and Stealth proficiency. They suit Rogues, Monks, and Rangers.

Introduction

Published in Volo's Guide to Monsters, the Tabaxi entered 5e 2014 and immediately staked a claim as one of the most mobility-focused races in the entire ruleset. The headline feature is Feline Agility, a free, once-per-encounter ability that doubles your movement speed on one turn. At base speed, that's 60ft in a single turn. On a level 10 Monk, it reaches triple digits.

On this page

  • Introduction
  • Disclaimer
  • Racial Traits
  • ● Ability Score Increase: +2 DEX, +1 CHA
  • ● Darkvision (60 ft.)
  • ● Feline Agility
  • ● Cat's Claws
  • ● Cat's Talent
  • ● Languages
  • Ability Scores
  • Best Classes for Tabaxi
  • ● Rogue
  • ● Monk
  • ● Ranger
  • ● Bard
  • ● Fighter
  • ● Sorcerer
  • Worst Classes for Tabaxi
  • ● Paladin
  • ● Wizard
  • ● Barbarian
  • Best Feats for Tabaxi
  • ● Alert
  • ● Skulker
  • ● Mobile
  • ● Athlete
  • ● Sharpshooter
  • Multiclassing Considerations
  • Example Build: Tabaxi Gloom Stalker Ranger (Levels 1-10)
  • FAQ
  • Final Notes

But Tabaxi's power isn't just the speed burst. The full package (+2 DEX, +1 CHA, Darkvision 60ft, a climbing speed, dual skill proficiency, and claws as a backup weapon) makes this race a complete, well-rounded platform for DEX-based characters. The stat array fits Rogue and Monk cleanly, CHA as a secondary opens Bard and Sorcerer, and the skill proficiencies in Perception and Stealth are two of the most valuable in the game.

The Tabaxi is a race that rewards positioning, movement optimization, and action economy. If you want to be hard to catch and harder to fight, this is your starting point.

D&D 5e Tabaxi Race


Disclaimer

Ratings below use the following color system:

  • ● Blue - Excellent. Top-tier choice; strong in most builds.
  • ● Green - Good. Solid option; works well in the right context.
  • ● Orange - Situational. Valuable in specific builds or campaigns; weak elsewhere.
  • ● Red - Poor. Avoid unless you have a strong concept-driven reason.

Racial Traits

Source: Volo's Guide to Monsters

● Ability Score Increase: +2 DEX, +1 CHA

An excellent array for any DEX-primary build with a social or casting dimension. +2 DEX powers your attacks, AC, initiative, and your suite of DEX-based skills. +1 CHA is the most useful secondary boost for Rogues (Persuasion, Deception, Intimidation), Bards (primary for Bardic Inspiration and spells), and Sorcerers (Charismatic spellcasting). A tighter array than the Half-Elf's +2/+1/+1, but focused where it counts.

● Darkvision (60 ft.)

In 5e 2014, Darkvision is a meaningful combat advantage: you see normally in dim light and in darkness as dim light. For a DEX-based character who wants to hide in shadows and operate in the dark, Darkvision compounds your Stealth suite significantly.

● Feline Agility

The signature Tabaxi feature. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use it, you can't use it again until you move 0 feet on one of your turns.

In practice:

  • Base Tabaxi: 30ft to 60ft burst
  • Tabaxi Monk (levels 2-5): 40ft base to 80ft burst
  • Tabaxi Monk (levels 6-9): 45ft base to 90ft burst
  • Tabaxi Monk (level 10): 50ft base to 100ft burst
  • Tabaxi Monk + Dash (level 10): 100ft + 100ft = 200ft of movement in one turn

The recharge is the part to plan. Because the trait comes back only after a turn in which you do not move at all, you get it roughly every other turn at best. The turns where you stand still are the ones to use for ranged attacks, spellcasting, or holding a doorway. A Tabaxi who needs to move every turn gets the burst once per fight.

It requires no action, no spell slot, and no ki point. The recovery turn is the only cost. Uses: close the gap with a melee opponent, escape an isolated position, reach a flying target, reposition to flanking without spending a bonus action on Dash.

● Cat's Claws

Two benefits: a 20ft climbing speed, and claws that let your unarmed strikes deal 1d4 + Strength slashing damage instead of the normal bludgeoning damage.

The climbing speed is the more universally valuable half. 20ft of climbing speed means you move up walls at full speed without requiring Athletics checks in non-extreme conditions. Vertical movement is often underrated: climbing to a vantage point, escaping over a wall, or flanking from above all become trivial.

The 1d4 slashing claws are underwhelming for most classes. Rogues can't use them for Sneak Attack (not finesse weapons). Rangers prefer weapons. The main beneficiaries are Monks at low levels. The overall package rates green because the climbing speed carries it.

● Cat's Talent

Proficiency in Perception and Stealth. These are arguably the two most effective skills in 5e 2014: Perception because it's rolled in nearly every encounter, Stealth because it controls combat initiation. Getting both for free, without spending a class or background choice, is strong. For classes that already have one, this frees up skill selections for more niche picks.

● Languages

Common plus one extra language of your choice. More flexible than a fixed second language: tailor to campaign-specific languages.


Ability Scores

+2 DEX is the linchpin. Maximize it first regardless of class:

  • Attack and damage rolls with finesse and ranged weapons
  • Armor Class with light armor (Studded Leather + DEX 20 = AC 17)
  • Initiative (Tabaxi regularly go first in combat)
  • Stealth, Acrobatics, and Sleight of Hand checks
  • DEX saving throws (the most common damaging save in the game)

+1 CHA is most valuable on Bards, Sorcerers, and Warlocks. For Rogues, it boosts social skills without being class-mandatory. Don't let the +1 CHA push you toward a CHA-primary class that doesn't benefit from the +2 DEX. Lead with your strengths.


Best Classes for Tabaxi

● Rogue

The premier Tabaxi pairing. +2 DEX is the Rogue's entire damage chassis via Sneak Attack on finesse weapons. Feline Agility enables flanking, escape, and gap-closing that Rogues otherwise depend on Cunning Action (Dash) for, freeing the bonus action for off-hand attacks or Hide. Cat's Talent fills Perception and Stealth, freeing both skill picks for social or utility skills. The Assassin subclass benefits from high initiative, and the Scout subclass's Skirmisher feature pairs with Feline Agility for exceptional mobility.

● Monk

The mobility ceiling for a Tabaxi Monk is extraordinary. Monk's Unarmored Movement increases walking speed progressively (+15ft from level 6, +20ft from level 10), and Feline Agility doubles the total. A level 10 Tabaxi Monk can burst to 100ft in one turn, enough to cross most combat maps in a single move. Both DEX and WIS matter (DEX for attacks and AC; WIS for ki save DC), and while the +1 CHA doesn't benefit Monk directly, the +2 DEX carries the build. Way of Shadow pairs perfectly with the stealth suite.

● Ranger

+2 DEX, Cat's Talent (Stealth + Perception), and Darkvision make Tabaxi Ranger a complete, well-built platform. The Gloom Stalker subclass from Xanathar's Guide is the crown jewel: Umbral Sight extends Tabaxi darkvision to 90ft and makes you invisible to creatures relying on darkvision to see you in darkness, and Dread Ambusher gives an extra attack on the first turn. One of the strongest race/class pairings for ambush-focused play in 2014 rules.

● Bard

CHA is Bard's primary stat, and +1 CHA directly supports it (though it doesn't fully compensate for the lack of +2 CHA). Feline Agility is useful for a Valor or Swords Bard who wants to stay mobile in melee. The DEX bonus helps AC in light armor. The combination is competitive, just not top-tier, because the CHA gap hurts spellcasting slightly compared to High Elf or Half-Elf Bards.

● Fighter

A DEX-based Fighter (Archery or finesse melee) uses the +2 DEX cleanly. Feline Agility gives Fighters movement flexibility they normally lack, since Fighters have no built-in mobility tools. The Battlemaster Archer build is particularly effective on a Tabaxi with Alert and high initiative.

● Sorcerer

CHA primary: you want +2 CHA for Sorcerer, not +2 DEX. A Storm Sorcerer can use Feline Agility for dramatic repositioning, and the DEX helps AC since Sorcerers have no armor. This is a concept-forward pick: mechanically behind dedicated CHA races, but fun and flavorful.


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Worst Classes for Tabaxi

● Paladin

Paladins want STR and CHA. +2 DEX and +1 CHA provides only the secondary stat at half value. A DEX Paladin with finesse and light armor is possible but cuts against Paladin's heavy armor identity. Feline Agility helps with mobility (Paladins notoriously lack it) but doesn't compensate for the stat mismatch.

● Wizard

INT primary, full stop. Neither +2 DEX nor +1 CHA benefits Wizard spellcasting. DEX helps AC slightly, and Feline Agility is cute on a Bladesinger Wizard, but there are strictly better races. Play this as a concept, not an optimization.

● Barbarian

STR-primary and CON-secondary: Tabaxi provides neither. Barbarian Rage needs STR-based attacks to add Rage damage, and Unarmored Defense requires CON. Feline Agility is strong on a Barbarian (charge into melee), but the stat mismatch is too significant for an optimization-focused build.


Best Feats for Tabaxi

● Alert

+5 to initiative, can't be surprised, no advantage for hidden attackers against you. Tabaxi already have high initiative from +2 DEX; Alert pushes you reliably to the top of initiative order. For Assassins who need to go first, and Gloom Stalker Rangers whose Dread Ambusher attack triggers on the first round, Alert is premium.

● Skulker

Requires DEX 13 (trivially met). Hide while lightly obscured, ranged attack misses don't reveal you, dim light doesn't impose Perception penalty. For a Tabaxi with natural Stealth proficiency, high DEX, and Darkvision, Skulker is a force multiplier: you can hide where others can't and maintain concealment through missed attacks.

● Mobile

+10ft movement, difficult terrain costs no extra movement when you Dash, and no opportunity attacks from creatures you attack in melee. With Feline Agility, your speed becomes 80ft for that turn. Helps Monks maintain the skirmishing playstyle and helps Rogues disengage and re-hide.

● Athlete

+1 STR or DEX, standing up costs only 5ft of movement, climbing costs no extra movement, and a running jump needs only a 5ft run-up. The +1 DEX rounds out an odd score. The climbing clause adds nothing for a Tabaxi, since a climbing speed already costs no extra movement, so this feat is mainly worth it for the ability score.

● Sharpshooter

-5 to attack / +10 to damage; ignore half and three-quarters cover; no disadvantage on long-range attacks. No ability score prerequisite. For a Tabaxi Ranger with high DEX and Archery Fighting Style, Sharpshooter at level 4 is a top-tier damage option. Rate it orange because the -5/+10 trade can miss on lower-AC encounters, requiring judgment on when to activate.


Multiclassing Considerations

Rogue / Monk: DEX and WIS are both primary. Tabaxi's +2 DEX lands on both, and WIS can be started high. Three levels of Rogue for Expertise and Assassinate, then Monk for Martial Arts and faster movement. Stunning Strike at level 5 Monk is a strong add. The movement speed synergy is ludicrous: Cunning Action (Dash), Feline Agility, and Monk Unarmored Movement combine for extraordinary positioning.

Ranger / Rogue: Classic DEX multiclass. Dip three levels Rogue (Expertise, Assassinate or Inquisitive), then Gloom Stalker Ranger for the full ambush suite. Tabaxi handles both sides with its stat array. Umbral Sight extends the Tabaxi's darkvision to 90ft.

Bard / Rogue: +2 DEX and +1 CHA map directly. Swords Bard 6 / Rogue 14 is an established 2014 optimization for the Sneak Attack + Blade Flourish damage combination. Tabaxi's mobility keeps this build exceptionally mobile in melee.


Example Build: Tabaxi Gloom Stalker Ranger (Levels 1-10)

Concept: A Tabaxi hunter who strikes from darkness before enemies know she's there: 90ft darkvision, unseen by creatures relying on darkvision, an extra attack on the first turn.

Race: Tabaxi | Class: Ranger (Gloom Stalker) | Background: Outlander

Starting Stats (Point Buy): STR 8, DEX 15 (+2 = 17), CON 14, INT 10, WIS 14, CHA 9 (+1 = 10)

LevelChoices
1Ranger: Favored Enemy (humanoids), Natural Explorer (Underdark)
2Fighting Style (Archery); spells, including Hunter's Mark
3Gloom Stalker: Dread Ambusher (extra attack on your first turn), Umbral Sight (darkvision to 90ft, unseen by darkvision), Disguise Self
4ASI: +1 DEX, +1 CON (18, 15)
5Extra Attack: three attacks on your first turn with Dread Ambusher
6Favored Enemy and Natural Explorer improvements
7Iron Mind: Wisdom saving throw proficiency
8Feat: Alert (+5 initiative)
93rd-level spells
10ASI: +2 DEX (20)

Key Tactics: Start every combat hidden in darkness (Umbral Sight makes you invisible to Darkvision). Use Feline Agility to close the gap or escape to a new sniper position. Open with Hunter's Mark and Dread Ambusher's extra attack while still unseen, then keep the mark on the same target. Stalker's Flurry arrives at level 11. Effectively invisible to most enemies in dim light or darkness.


FAQ

How fast can a Tabaxi move?

Base speed is 30ft, doubled to 60ft with Feline Agility, and 120ft with a Dash on the same turn. A level 10 Tabaxi Monk moves 100ft with Feline Agility alone.

Does Feline Agility require any action or resource to activate?

No. It is free when you move on your turn in combat. It recharges only after a turn in which you move 0 feet.

Can Cat's Claws be used with Sneak Attack?

No. Sneak Attack requires a finesse or ranged weapon. Cat's Claws are natural weapons (unarmed strikes), not finesse weapons. Use your claws for climbing and flavor; use a dagger or shortsword for Sneak Attack.

Does Tabaxi Darkvision stack with Gloom Stalker Darkvision?

Partly. Umbral Sight adds 30ft to racial darkvision, so a Tabaxi Gloom Stalker sees 90ft in the dark.

Do Tabaxi have subraces?

No. Tabaxi have no subraces in D&D 5e 2014. The race is a single statblock as presented in Volo's Guide to Monsters.


Final Notes

Hot Take: Feline Agility is sold as a Monk trait, but its recharge makes it better on a ranged character. It comes back only after a turn in which you do not move, and an archer or caster who stands still to shoot every other turn gets the burst about twice as often as a Monk who needs to move every turn to stay in melee.

The Tabaxi is one of the most fully featured races in 5e 2014. The stat array is targeted but effective, Feline Agility is one of the most distinctive non-spellcasting racial abilities in the game, and the combination of Darkvision, Cat's Talent, and the climbing speed creates a complete platform for DEX-based play.

The Rogue, Ranger, and Monk are the clear top-tier pairings. Of these, the Gloom Stalker Ranger stands out as arguably the strongest race/class combination for ambush-oriented play in 2014 rules. The 90ft darkvision, Umbral Sight invisibility, Dread Ambusher's first-turn burst, and Feline Agility's repositioning together create a character that is nearly impossible to surprise and nearly impossible to catch.

Play Tabaxi when you want to be the fastest thing in the room, operate in the dark, and own the first round of combat. The cat catches the bird, every time.

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