Tibbit (5e Race)

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Tibbits, also known as werecats, are humanoid creatures that have the ability to turn into a common house cat. They arose from felines kept as familiars in ages past. The powerful magic that allows a familiar to gain intelligence and magic abilities slowly filtered from one generation of cats to the next. Whether tibbits evolved from a natural process, divine intervention, or a sudden surge in the magic running through their ancestry, none can say. Tibbits have never existed in large numbers, and their tendency to spread across the world leaves them with a fractured, incomplete racial history.

Much like their feline ancestors tibbits exhibit independence, curiosity, and quickness of mind and body. They rarely form communities larger than two or three families, and even these small colonies rarely hold together for more than a few years. Shortly after reaching adulthood, a tibbit develops an intense desire to wander the world and satisfy her racial curiosity. Tibbits can be found wherever humans and other civilized humanoid races have established cities, towns, and colonies.

Physical Description[edit]

In humanoid form, tibbits are small-to-medium, stealthy, olive-skinned people with pointed ears and catlike eyes. Their hair tends to grow thick and long and males often grow sideburns. Their skin tones range from a soft amber to dark caramel, but occasionally a tibbit has pure white or black skin. Their hair color matches the wide range of colors found in house cats, from pure white to striped silver to deep black.

In their cat form, tibbits look like fat but energetic house cats. They appear identical to - and indistinguishable from - any common, domesticated breed.

Hidden in Plain Sight. Tibbits usually remain in their cat form among other humanoids. The stray cat that prowls a neighborhood, the mangy cat adopted as a temple's unofficial pet, the lazy feline always close at hand at the local tavern; they all might be tibbits. Driven by curiosity, tibbits love to remain in their animal form while observing humans.

Cynical observers contend that a tibbit seeks to spy on others. Tibbits hold that they merely like to keep an ear and eye out for any interesting bits of news. Tibbits are typically too chaotic, carefree, and impulsive to work as spies or hired killers. Upon overhearing a group of adventurers talking over a treasure map in hushed tones, a tibbit might be just as likely to shift into humanoid form on the spot and offer to join the adventure as she is to lose interest and chase down a juicy mouse she spotted across the tavern.


Tibbits have no lands of their own. Instead, they dwell within civilized territories established by other folk. Any civilization that keeps domesticated cats likely houses colonies of tibbits within its cities.

Few tibbits make their identity openly known once they settle in an area. A tibbit is much more likely to remain in cat form as she travels through a city, although she usually keeps a well-hidden, luxurious apartment hidden in an out-of-the-way corner of town. Many tibbits become petty thieves, raiding pantries for fine foods, liquor, and other simple comforts.

Tibbits who travel the land might keep their humanoid guise to make dealings with other creatures easier. Even these tibbits prefer to pass themselves off as travelers from other planes, and they rarely publicize their ability to change shape.

Curious Nature. Tibbits, as befits their heritage, are moody, curious, and sometimes arrogant. Many tibbits prefer the comforts of a fine meal (whether a succulent rodent or a five-course feast in the lap of luxury), stiff drink, and a soft couch. Even the most decadent tibbit, however, eventually succumbs to the steady pull of its curiosity. A tibbit might spend years living off the treasures it won in adventure, only to suddenly strike out into the unknown once again.

When dealing with others, tibbits show a similar capability to change their attitudes and posture depending on their moods. A tibbit might act relaxed and languid one moment, alert and inquisitive the next. They tend to have a slightly distant, arrogant attitude toward others, as if as a race they share a colossal, secret joke over other intelligent creatures. Still, once a tibbit marks someone as a friend few other creatures match their devotion. A tibbit might complain about a friend's needs or tend toward laziness, but when trouble arises she is a dauntless ally.

The Cat Lord. Almost all tibbits pay homage to the Cat Lord, also known as the Master Cat, a powerful creature who watches over all felines. They generally lack an organized religion, instead preferring to view the Cat Lord as a big brother figure and protector. Some clerics believe that tibbits are simply too arrogant and independent to shackle themselves to a deity, and few tibbits argue against this assessment.

The Cat Lord's domains are Knowledge, Trickery, and Twilight. Her symbol is that of a cat's paw print.


Tibbits tend to regard other folk with a detached sense of bemusement. Much of the lore and common wisdom regarding men, dwarves, and elves filters through their guise as house cats. Thus, tibbits see how other races act when they think no one else is around. To a tibbit, every intelligent creature is a bundle of secrets just waiting to unfurl before them.

In general, tibbits find humanity's ambition, drive, and fiery passion intriguing. They consider dwarves overly dour. Elves strike them as kindred spirits, as tibbits appreciate that the long-lived races share a similar tendency to see issues from different perspectives. They adore gnomes and halflings and many good-aligned tibbits adopt such folk. More than one kobold or goblin party has descended upon a sleepy gnome village or halfling caravan only to find an enraged tibbit wizard waiting for them. Gnome and halfling folk who have benefited from such welcome surprises have strong traditions of taking care of stray cats and treating their feline pets as treasured companions.

Drawn to Adventure. The life of an adventurer comes naturally to a tibbit, as her curiosity pushes her ever onward. While many tibbits satisfy this drive with travel to civilized areas and exploration of a city's corners, some tibbits want more out of life. "Adventurer" is seen as a respected occupation among tibbits, and they have a natural fascination for adventurers of other races. In some cases, a tibbit in cat form takes to following an adventuring band, concealing their true nature until an opportune moment. A tibbit fighter might spring from cat to humanoid form in time to drive off a group of orcs that threatens the party's camp. In this manner, tibbits prove their valor and demonstrate their unmatched stealth in hopes of winning a place with their unwitting comrades.

Free and Feared. Carefree, decadent, and given to long periods of wallowing in luxury, tibbits can be maddeningly self-centered, typically only acting for the benefit of themselves or their closest allies. Some tibbits do tend toward proactive freedom-seeking, however; such tibbits share many of their brethren's tendencies, but a righteous struggle or a chance to spring a trap on ne'er-do-wells rouses them to action.

Nefarious tibbits who would use their guise to do harm are especially dangerous. They use their shapeshifting ability to spy on humanoids for information useful for extortion schemes. Many of them work as spies and assassins, as their innocent, feline form makes it easy for them to slip into even heavily guarded areas. After all, even the most alert guard pays little mind to a cat. Some tibbits become powerful crime lords, observing their underlings and competitors in cat form and ruthlessly culling those who plot against them.

Racial Names[edit]

Tibbits tend to adopt names based on their physical traits and deeds. A tibbit kitten is given a nickname by her parents, one that reflects her temperament and appearance. When a tibbit comes of age she adopts a name of her choice. Tibbits tend to pick names from other folk, usually based solely on the sound.

As a tibbit travels the world, she adopts a surname that reflects her experiences and important deeds. A tibbit usually changes her surname after such an event, but her true name uses all of her adopted surnames from childhood onward, and not just her latest one. When two tibbits meet, they share these long-form names to express their pasts with one another.

Strangers and business partners use the name a tibbit picks for herself, while the tibbit's close friends and family use the original nickname chosen by her parents. A tibbit allows only her closest friends to learn and use her nickname. A nontibbit given such a privilege has received one of the highest honors a tibbit can grant to an outsider.

In general, tibbit names work for either sex. Whether male or female, a tibbit born with a short tail likely ends up with the nickname "Spiketail."

Nicknames: Blackpaw, Glittereye, Longear, Patchfur, Quickfang, Tumblepaw.

Tibbit Traits[edit]

Ability Score Increase. Choose one of: (a) Choose any +2; choose any other +1 (b) Choose any +1; choose any other +1; choose any other +1
Age. Tibbits reach maturity by age 9, and can live up to 160 years.
Alignment. Tibbits have a strong tendency toward chaos and an equally strong lethargy toward moral issues, making the majority of them chaotic neutral.
Size. Tibbits range between about 3 feet tall and 40 pounds, to just under 6 feet tall and 140 pounds. Your size is small or medium.
Type. Fey
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.
Tibbit Transformation. You can use a bonus action to change into the form of a tiny housecat, or back into your humanoid form. You revert to your true form when you die. While in cat form, the following rules apply:

  • Your size changes to tiny, your walking speed increases by 10 feet, and you have a climbing speed equal to your walking speed. Your statistics, other than your speed and size, are the same in each form.
  • You choose whether your equipment merges into your cat form, or is worn by it. Worn equipment functions as normal, and shifts to adopt a form suitable to a cat, such as a collar or anklet and continue to provide their benefits.
  • You can't interact with objects, speak, or cast spells. Transforming does not break your concentration on, or prevent you from taking actions that are part of, a spell you've already cast.
    Languages. You can speak, read, and write Common and one other language of your choice. You also know the Feline language, which is a strange combination of purrs, hisses, and mewls that allows you to communicate with cats of all kinds.
    Subrace. Choose from the Alley Cat, Domestic, Half-Tressym, Purebred, and Wildcat subraces.

Alley Cat[edit]

As an Alley Cat, you have lived your life largely as one of exploration and curiosity, unfettered by any master or calling. You're inclined to boldness, independence, and perhaps a bit of overconfidence.

Free Spirit. You can move through the space of any creature that is of a size larger than yours.
Naturally Stealthy. You gain proficiency with the Stealth skill, and you can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.


As a domestic, you were raised in the care of a wizard. Your master's thirst for knowledge only fueled your own curiosity, and your constant exposure to the arcane gave you an inherent affinity for it.

Familiar Wizardry. You know the prestidigitation cantrip. Starting at 3rd level, you can cast the find familiar spell with this trait, without requiring material components. Starting at 5th level, you can also cast the flock of familiars spell with this trait. Once you cast find familiar or flock of familiars with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).


As a Half-Tressym, you are the product of a chance coupling between a tibbit and a tressym. Every day is a new adventure for you, another opportunity to revel in the joys of life and feel the wind in your hair.

Flight. Thanks to your wings, you have a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor.


As a lap cat, you were raised in the lap of luxury by nobles, your every need tended to by your masters. You are quick witted, naturally talented, and tend to be overly self-involved.

Nine Lives. Whenever you make a death saving throw, you can add your proficiency bonus to the roll.
The Art of Laziness. You are used to taking short naps throughout the day whenever you can get the opportunity. You are able to complete a short rest in only 30 minutes, and after resting for at least 4 hours in a day, you gain the same benefit that a human does from 8 hours of uninterrupted sleep. You may still only benefit from one long rest in any twenty-four hour period.


As a wildcat, you are quick and hardy, having fought tooth and nail for survival. Unsure of what adversity tomorrow will bring, you are more reserved and cautious than most tibbits.

Wanderlust. Your movement speed increases by 5 feet, and you gain proficiency with the Athletics skill.
Scavenger. Starvation is no stranger; you require food half as often as a normal character.

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