Rules edition: Legacy Tabaxi traits and 2014 Rogue/Assassin rules.
Tabaxi Rogue Build Guide (Legacy Traits and 2014 Rules)
This guide uses the legacy Tabaxi from Volo’s Guide to Monsters with the 2014 Rogue class and subclass rules. It discusses optional 2014 feats and distinguishes them from the later Tabaxi traits in Mordenkainen Presents: Monsters of the Multiverse. The revised 2024 rules are not used here.
Legacy Tabaxi traits
The Volo’s Tabaxi has a +2 Dexterity and +1 Charisma increase, Darkvision, Feline Agility, Cat’s Claws, and Cat’s Talent. If your table uses Tasha’s Cauldron of Everything optional origin rules, you can reassign the species’ ability increases. Agree which source and option the character uses before selecting traits.
- Feline Agility: when you move on your turn in combat, you can double your speed until the end of the turn. After using it, you cannot use it again until you move 0 feet on one of your turns. It does not give you a free Disengage or make an enemy surprised.
- Cat’s Claws: you have a climbing speed equal to your walking speed. Your claws can make an unarmed strike that deals 1d4 + your Strength modifier slashing damage. An unarmed strike is not a finesse or ranged weapon, so it does not qualify for Sneak Attack; use a finesse weapon or ranged weapon for that feature.
- Cat’s Talent: you are proficient in Perception and Stealth. Those proficiencies are useful, but they do not grant Expertise or cause you to gain Expertise earlier than a Rogue normally does.
Rogue fundamentals
The 2014 Rogue gets Sneak Attack at level 1 and Expertise at level 1. Sneak Attack can add damage once per turn when you hit with a finesse or ranged weapon and meet its conditions: you have advantage on the attack, or an eligible enemy of your target is within 5 feet of it, you do not have disadvantage, and the other conditions in the feature are met. This makes a rapier, shortsword, dagger, shortbow, or hand crossbow more useful for the feature than Tabaxi claws.
At Rogue level 2, Cunning Action lets you Dash, Disengage, or Hide as a Bonus Action. A Bonus Action is one per turn, so using Cunning Action means you cannot use a different Bonus Action feature on that turn. Feline Agility itself does not use a Bonus Action; it changes your speed after you move.
Cat’s Talent and Rogue Expertise can both apply to Perception or Stealth because you are proficient in those skills. Expertise doubles your proficiency bonus for the selected skill. The racial proficiency is not a wasted feature if you choose Expertise elsewhere, but it does not provide a second Expertise selection.
Choose a Rogue subclass
At Rogue level 3, choose a Roguish Archetype. These are different play styles; none is required for a Tabaxi.
- Assassin: Assassinate gives you advantage on attacks against creatures that have not yet taken a turn in the first combat round. In addition, any hit against a creature that is surprised is a critical hit. Neither effect guarantees that a target is surprised or that you act first. Under the 2014 surprise rules, the DM determines surprise at the start of combat; when a side is trying to be stealthy, the DM compares Dexterity (Stealth) checks with the opposing creatures’ passive Wisdom (Perception). A high perch, disguise, or fast movement can help a plan, but does not override that adjudication.
- Swashbuckler: from Xanathar’s Guide to Everything. Fancy Footwork prevents a creature you make a melee attack against during your turn from making an opportunity attack against you for the rest of that turn. Rakish Audacity adds Charisma to initiative and can allow Sneak Attack in a qualifying one-on-one melee situation. Feline Agility offers extra movement, while your Bonus Action remains available for other Cunning Action choices.
- Arcane Trickster: adds spellcasting and Mage Hand Legerdemain. Find Familiar can provide scouting or use the Help action to assist an attack when the familiar can reach the target and follow the Help rules. It does not make every attack advantaged automatically. Arcane Trickster spells are limited by the subclass’s level and school rules; a spell such as misty step is not granted automatically and must be chosen through an available any-school spell option.
Ability scores and a sample start
Dexterity supports your weapon attacks, Armor Class in light armor, initiative, and common Rogue skills. Constitution supports hit points and Concentration saves if you select spells. Wisdom supports Perception and important saves; Intelligence or Charisma can matter for your skills and subclass.
One legal standard-array example before species increases is Strength 8, Dexterity 15, Constitution 14, Intelligence 10, Wisdom 13, and Charisma 12. With the default legacy Tabaxi increases, that becomes Strength 8, Dexterity 17, Constitution 14, Intelligence 10, Wisdom 13, and Charisma 13. At Rogue level 4, increase Dexterity by 1 and another score by 1, or select a feat if your table uses feats. At level 8, a +2 Dexterity increase reaches 20. These are class levels; multiclassing delays Rogue features and Ability Score Improvements.
Feats and equipment
Feats are optional in the 2014 rules. Compare them with an Ability Score Improvement and your campaign’s needs.
- Alert: the 2014 feat adds +5 to initiative and says you cannot be surprised while conscious. It does not let an Assassin surprise enemies automatically.
- Mobile: increases your speed by 10 feet and can prevent opportunity attacks from a creature you make a melee attack against that turn. This can support a mobile melee style, but it does not make every nearby creature unable to react.
- Sharpshooter: improves long-range and cover attacks and offers the 2014 −5 attack/+10 damage option with a ranged weapon attack. The penalty is a choice; compare your attack bonus and the target’s AC before using it.
- Elven Accuracy: from Xanathar’s Guide to Everything, available only to elves and half-elves. It can increase Dexterity, Intelligence, Wisdom, or Charisma by 1 and lets you reroll one die when you already have advantage on an eligible attack roll. It does not grant advantage by itself.
A rapier deals 1d8 damage and has finesse, making it a solid melee option. A shortbow offers range, and a short sword or dagger can work with two-weapon fighting if you account for the Bonus Action cost. Studded leather gives AC 12 + your Dexterity modifier. Thieves’ tools support the Rogue’s core exploration role.
Backgrounds and skills
Under the 2014 rules, backgrounds grant their listed skills, tools, equipment, and feature. Criminal can provide thieves’ tools and a gaming-set proficiency; Urchin provides thieves’ tools and a disguise kit. Choose based on the character’s history and the campaign, not an assumption that every Tabaxi must be an infiltrator.
Expertise is useful in Stealth, Perception, thieves’ tools, or another skill your character uses often. Talk with the DM about how scouting works at the table: who notices threats, how far ahead you can move, what the rest of the party does while you scout, and how information returns to the group.
Combat and movement
Positioning can help you create chances to use Sneak Attack, but it does not guarantee a hit, surprise, or a safe escape. Use cover and terrain when they matter, coordinate with allies who can stand near your target, and use Cunning Action to Hide or Disengage when its conditions apply. An opportunity attack normally happens when a visible hostile creature moves out of your reach; moving within a creature’s reach does not trigger one.
Feline Agility doubles speed until the end of the turn and becomes available again after you move 0 feet on one of your turns. Save it for a meaningful reposition, such as crossing a large gap or reaching an objective. If you stay still for a turn, consider whether you can still help with a ranged attack, Help action, or another useful choice.
Assassin and other Rogues can benefit from acting before a target, but initiative and surprise are separate rules. If combat begins without anyone hiding, the DM may determine that neither side is surprised. Even when you are hidden, each opposing creature can have a different chance to notice you. Build the plan around the rules and the scene rather than assuming a particular outcome.
Optional multiclassing
Multiclassing uses optional 2014 rules and requires the ability scores listed for each class. A Fighter level can add a Fighting Style and Second Wind; Fighter level 2 grants Action Surge. Ranger levels can add spells and a Fighting Style, but require Dexterity 13 and Wisdom 13. These levels delay Rogue Sneak Attack, Expertise, subclass features, and later Ability Score Improvements. A Tabaxi’s mobility is already useful without adding a class.
Official rules sources
- D&D Beyond: legacy Tabaxi from Volo’s Guide to Monsters
- D&D Beyond Basic Rules (2014): Rogue features, Sneak Attack, Expertise, and Cunning Action
- D&D Beyond Basic Rules (2014): surprise, initiative, hiding, and opportunity attacks
- D&D Beyond Basic Rules (2014): hiding and passive Perception
- D&D Beyond: Xanathar’s Guide to Everything — Swashbuckler and Elven Accuracy
- D&D Beyond: Tasha’s Cauldron of Everything — optional Customizing Your Origin rules
- D&D Beyond: Mordenkainen Presents: Monsters of the Multiverse — later Tabaxi option, separate from Volo’s version
For more Rogue builds and class advice, see our D&D 5e Rogue guide.