Rodentfolk
Rodentfolk
History
Rodentfolk usually live secluded from other sentient races but do occasionally appear throughout the realms within civilizations other than their own. Rodentfolk that chose to live in more urban areas after the Realmswar took over many abandoned towns and cities that were demolished in the conflict. Appearance. Rodentfolk appear as a slightly larger humanoid version of different types of rodents. Hamsters, Rats, Squirrels etc. Names.Most rodentfolk have nicknames that describe their appearance. They usually have actual names that are similar to either elven or human names. Traits.Your Rodentfolk has the following traits. Ability score increase. Your Dexterity or Strength Score increases by 2. Age. Rodentfolk reach adulthood around the age of 10 and can live to be up to 60 years old. Alignment. Rodentfolk societies have a distinct hierartchy making most rodentfolk lean towards lawful alignments, though some have been known to be neutral as well. Creature Type. You are a Humanoid. Size.Rodentfolks are between 2 1/2 and 3 1/2 feet tall and weigh between 25 and 40 pounds. Your size is Small. Speed. Your base walking speed is 30 feet. You have a climbing speed of 20 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. Nimbleness. Rodentfolk can move through the space of any creature that is medium or larger. Languages. Rodentfolk can speak, read and write common, and one other language of your choice. Subraces.Rodentfolk populate the world in various forms. Choose one of the following subraces.Ratfolk
Ratfolk typically live in sewers, swamps or in other dark and damp areas. Ability score increase. Your Constitution score increases by 1. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag or lift. Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated. Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hitpoint instead. You can’t use this feature again until you finish a long rest. Speed. You now also have a swimming speed of 30 feet. Hold Breath. You can hold your breath for up to 30 minutes at a time.Hamsterfolk
Hamsterfolk unlike other rodentfolk races can occassionally be found living in small towns and cities as well as in their dens in the wild. Ability score increase. Your Charisma score increases by 1. Fearless. You have advantage on saving throws you make to avoid or end the frightened condition on yourself. When you fail a saving throw to avoid or end the frighted condition on yourself, you can choose to succeed instead. Once you succeed on a saving throw in this way, you can't do so again until you finish a long rest. Hide in plain sight. As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Feat. You gain one Feat of your choiceSquirrelfolk
Squirrelfolk typically live in woodland areas, particularly ones heavily populated with trees. Ability score increase. Your Wisdom Score increases by 1 Bite. Your squirrel teeth serve as natural weapons, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Lucky. When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. Fury of the small. When you damage a creature with an attack or a spell and the creature’s size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn.
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