Tasmer (5e Race)
From D&D Wiki
Lean, flexible, and built for hunting, the tasmer of Vorel Edar have settled down all over the world. A female tasmer would typically have a slim frame and 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 diverse humanoid society. They can and will train themselves like any intelligent race. A male tasmer, on the other hand, would typically have a slender figure with more muscle.
Both genders sport cat-like ears on the top of their head, and they have a very light and thin transparent coat of fur across their body that can vary in degree based on which part of them is dominant. Feline dominance means their feline traits are more prominent, for example, and they would have more fur. A more human-dominant tasmer would have more human skin than fur. They also have a long tail covered in fur that grows out from their coccyx area, which can be as long as 3 feet. Their hands also are tipped with retractable cat claws instead of nails. Their legs and arms are completely human in shape but are built to be more flexible naturally.
|“||The actual origin of the Tasmer within the boundaries of Vorel Edar is, oddly enough, not attributed to the Feywild. The stories actually tell of an unusual union between an Aasimar and a Tabaxi that actually had children. These children, though, were stillborn, and none survived even a second out of the womb. The entities watching over the Aasimar saw this, and they pleaded to the higher angels to grant these hybrid creatures life. After this wish was granted, the Tasmer slowly became more and more of a race, eventually spreading out like so many humanoids do... At least, that's how the story goes. Anyhoo, where's my beer?||”|
|—Koren Treesplinter, Bard of the Bear|
Tasmer are said to be the union between celestial-guided aasimar and curious tabaxi. It is not clear what facilitated this union, only that it is unique to Vorel Edar. The former realm of Vorel Edar has since fallen into ambiguity. According to some Celestial texts, it was a place that was a sort of temporary petri dish. Strange things happened there, as if gods were playing with experimental ideas. Some took form and eventually left to become real in the outside world. Eventually, this strange and mystical place was reclaimed by the gods as its use was rescinded. But its legacy lives on in creatures like the tasmer, and it spreads with their time.
Being that the combination of blood they have is very versatile, they have very few issues with most types of terrain. The tasmer have, in general, made very good homes in any terrain or city imaginable, and as such, have grown to be a rather large race. Their different clans are spread out around the many environments of the world, which in turn have made different breeds with specialties. Tasmer societies aren't much different from a typical human society, except the tasmer often has a couple who leads their communities, consisting of a matriarch and a patriarch. 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 community.
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 and 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 and further led to their own growth. Tasmer and humans live side by side very easily, just as Tasmer and their parent species often have an easy time living together, despite it being somewhat rarer.
As they owe their names to both tabaxi and aasimar originally, tasmer naming conventions stem from these two races. Later on, after Vorel Edar vanished, the tasmer had developed relations with humans, elves, and half-elves. Their naming conventions also got mixed into tasmer naming, making it very diverse and loose. Tasmer names consist of a clan name and a primary name. The clan name is not considered a surname, as that is not something tasmer use.
Clan Names: Aegis, Howloon, Argo, Dimos
Male: Esslor, Wagrix, Kessler, Enmath
Female: Nala, Eyjyre, Irina, Chathapi
The Tasmer smart, sly, and quick on their feet.
Ability Score Increase. Your Charisma score increases by 2.
Age. Tasmer become adults at 25 years of age and can grow as old as 80 years.
Alignment. They can be any alignment possible, but they are typically kind-hearted and 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 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.
Strong Claws. As a feline, your claws are suitable for climbing any rugged or penetrable surface. You have a climbing speed of 20 feet.
Curiosity Kills. You are proficient in the Investigation skill and you have advantage on saving throws against being frightened. However, you have disadvantage in saving throws against being charmed.
Celestial Blessing. You know the dancing lights cantrip and can cast it without material components.
Languages. You can speak, read, and write Common and one other language of your choice.
Subrace. Choose one from the desert, feral, mountain, and jungle breeds.
Desert tasmer are a nomadic group of clans that traverse the scorching sands in the world.
Ability Score Increase. Your Constitution score increases by 1.
Strong Tail. Your particular heritage has allowed you to develop a prehensile tail. Your tail is muscular and very long, about your body length, and can support your weight if you aren't encumbered (e.g. while hanging from a branch). While the tail is used primarily to assist in climbing and keeping the hands free for foraging and carrying, you can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature up to 50 pounds; open or close a door or a container; grapple a creature of Small size or or smaller. Your DM might allow other simple tasks to be added to that list of options. Your tail can’t wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.
Hot 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 and much shorter than any of the kinsmen. You have advantage on Constitution saving throws to resist the effects of Extreme Heat, as written in the Dungeon Master's Guide.
The tasmer of the mountains are hunters by trade, and they are known to be very sturdy.
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 saving throws to resist being moved against your will.
Cold Climate Adaptation. As a dweller in tall mountains and cold areas, any fur you may have grows thick, long, and warm. By their nature, these tasmer have very big and long tails with extraordinary weight and warmth to them. You have advantage on Constitution saving throws to resist the effects of Extreme Cold, as written in the Dungeon Master's Guide, and you’re also acclimated to high altitude, including elevations above 20,000 feet.
Feral tasmer are like the black sheep of the race. Their name comes from having picked up a variety of behaviors other tasmer consider unsavory, thus branding them to be bestial and thereby feral. But feral tasmer are versatile and adaptable, to their own credit.
Ability Score Increase. Your Charisma score increases by 1. As normal, you cannot increases a score over 20 with this trait.
Trades Jack. You are proficient with either a gaming set or artisan's tool kit of your choice.
Cityslicker. You have advantage in Charisma (Deception) checks when in an urban environment.
Like the mountain tasmer, the jungle breed are also hunters by trade. But rather than be sturdy, they are flexible.
Ability Score Increase. Your Dexterity score increases by 1.
Silent Hunter. You have advantage in Dexterity (Stealth) checks while not wearing shoes, or medium or heavy armor.
Tree Cat. Jungle tasmer are great climbers and jumpers. Your climbing speed becomes equal to your base walking speed. Additionally, you can add your Dexterity score when calculating your jumping distance.
Random Height and Weight
|5′ 6″||+2d10||156 lb.||× (2d6) lb.|
*Height = base height + height modifier