Rohdeen
Rohdeens are small, rodent-like humanoids. Much like the rodents they resemble and share traits with, rohdeens are tinkerers and hoarders by nature, and as a whole are masters of commerce. As such, it is a common sight for them to be spotted in trading caravans, or within a major settlement tinkering and repairing mechanical or magical devices. Though some can be shrewd merchants mulling over wealth in coin, it is more common for a rohdeen to treasure their stockpiles of interesting items, and be willing to part with their coin if it means increasing the value of their hoard.
Skulker. You have Proficiency in the Stealth Skill. Nimbleness. You can move through the space of any creature that is of a Size larger than yours. Bite. You have sharp incisors that continuously grow, which you can use to make Unarmed Strikes. If you hit with them, you can deal Piercing Damage equal to 1d4 + your Strength or Dexterity modifier, instead of the normal damage for an Unarmed Strike. Hit and Run. Whenever you take the Disengage action, you can as a Bonus Action during the turn, make a Bite attack. Cornered Rat. While you are at or below half your Hit Point Maximum, and no conscious ally is within 30 feet of you, you have Advantage on Attack Rolls you make. Courage of the Pack. You have Advantage on Strength Saving Throws and on Saving Throws to avoid or end the Frightened condition, so long as you are within 10 feet of any Ally who isn’t Frightened or Incapacitated that you can see or hear.
Beastfolk Origins
Beastfolk Origins
There are many species that call themselves Beastfolk, all of whom share the same origin that dates back to a single event: the Curse of Chimeron. Save for the beast-turned, scaledfolk, and fey people, nearly every being that is a mix of man and animal is a beastfolk. While some have successfully integrated themselves into the world, others live in secluded colonies, hidden from persecution.
Although modern day beastfolk are no longer cursed by Chimeron, they are born of the same ancestors that were. For long ago, some of humanity did not respect nature. They plundered lands for resources, slaughtered animals for sport, and burned its fields for simple enjoyment, all to an absurd degree. Among all the deities, Chimeron was by far the most outraged of this. Eventually pushed to the brink, Chimeron—with the assistance of Malinoth—cursed all these humans; as Chimeron put it, "they will learn to respect nature by becoming a part of it". They were cursed to transform into beastfolk, to be of simple minds, and to be unable to reproduce any offspring not of their own kind. As generations passed, Chimeron believed the beastfolk had finally learned from their past crimes, and lifted the curse. By then though, the beastfolk were already an entirely new species (the ones we know today).
Although modern day beastfolk are no longer cursed by Chimeron, they are born of the same ancestors that were. For long ago, some of humanity did not respect nature. They plundered lands for resources, slaughtered animals for sport, and burned its fields for simple enjoyment, all to an absurd degree. Among all the deities, Chimeron was by far the most outraged of this. Eventually pushed to the brink, Chimeron—with the assistance of Malinoth—cursed all these humans; as Chimeron put it, "they will learn to respect nature by becoming a part of it". They were cursed to transform into beastfolk, to be of simple minds, and to be unable to reproduce any offspring not of their own kind. As generations passed, Chimeron believed the beastfolk had finally learned from their past crimes, and lifted the curse. By then though, the beastfolk were already an entirely new species (the ones we know today).
Society
Rohdeens are innately very communal, choosing to live in large warrens with plenty of hidden crannies in which to stash their hoards or flee in times of danger, or in the tightly packed buildings and streets of a city. They typically feel an intense bond with their large families and kin, as well as with ordinary rodents of all sorts, living in chaotic harmony and fighting fiercely to defend each other when threatened. They are quick to use their stockpiles of gear in combat, but prefer to work out differences and settle disputes with mutually beneficial trades. When a rohdeen's warren grows overcrowded and the surrounding environment won't support a larger community, young rohdeens seek out new places in which to dwell. If a large enough group of rohdeens gather in one area—one that is fertile, they may create a new warren, often with some ties to their old warren(s). Otherwise, an individual rohdeen may decide to simply leave home and start or join a wandering caravan. In addition, a rohdeen starting a life of adventuring may be a byproduct of having to leave their warren. Outside of a rohdeen's warren, they may wear robes to conceal their forms in cities, as they are astutely aware that others may find their rodent features distasteful. A common misconception of rohdeens are that they have a filthy appearance and smell, but rohdeens typically make it a habit to frequently clean themselves, much to the contrary of that presumption. Additionally, rohdeens have a strong attraction to shiny jewelry and metals, and many decorate their ears and tails with small rings made of such metals.Rohdeen Names
Rohdeen names are mostly harsh sounding in most cases, but they're otherwise pretty simple. Many names are often as short as 3-4 characters, but it's not uncommon to find one with a much longer name. Rohdeens all have a surname, and it is named after their warren. This means that all rohdeens living in one warren, all have the same surname. One who leaves their warren and joins a new one, may choose to either change their surname to the new one, or add it next to their old one. For example, a rohdeen from Amberthyst joining Dillberry, may change their surname from Amberthyst to Amberthyst Dillberry. Masculine Names: Avaq, Brinvac, Brir, Ces, Chevihk, Dat, Jak, Kvas, Mahl, Maq, Naz, Praz, Srehc, Venkek, Zrec Feminine Names: Bim, Binem, Bhegoth, Cihl, Fhes, Nife, Nhil, Nhuth, Rhim, Tabbeks, Tigge, Vix, Vhef, Zhen Warren Names: Amberthyst, Dillberry, Ficklejon, Huckleburg, Oakmont, Silverquill, Tiger's Claw, VexwyngRohdeen Traits
Your character has the following traits.Rohdeen
Ability Score Increase Dex +2; Int +1 or Cha +1
Size Small
Speed
Alignment. Choose one of the alignments approved by your GM. Typical rohdeens tend towards Neutral alignments. Creature Type. You are a Humanoid. Size. You are Small (about 2-3 feet tall), and weigh about 20-80 pounds. Speed. Your land Speed is 30 feet, and you have a Climb Speed equal to your land Speed. Languages. You can speak, read, and write Common and Squee. Life Span. Rohdeens mature and age at about the same rate as humans.
Skulker. You have Proficiency in the Stealth Skill. Nimbleness. You can move through the space of any creature that is of a Size larger than yours. Bite. You have sharp incisors that continuously grow, which you can use to make Unarmed Strikes. If you hit with them, you can deal Piercing Damage equal to 1d4 + your Strength or Dexterity modifier, instead of the normal damage for an Unarmed Strike. Hit and Run. Whenever you take the Disengage action, you can as a Bonus Action during the turn, make a Bite attack. Cornered Rat. While you are at or below half your Hit Point Maximum, and no conscious ally is within 30 feet of you, you have Advantage on Attack Rolls you make. Courage of the Pack. You have Advantage on Strength Saving Throws and on Saving Throws to avoid or end the Frightened condition, so long as you are within 10 feet of any Ally who isn’t Frightened or Incapacitated that you can see or hear.