Rodikkin | Race/Species | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Rodikkin

Rodikkin are humanoids who resemble large bipedal rats or other rodents. Their origins are lost to antiquity and many Rodikkin across the multiverse claim different ancestry. On Toril most Rodikkin say they are the offspring of true Lycanthropes but have become free of the curse through godly blessing or mutation, On Titus Rodikkin simply say they came about in the Waring Age along with most other Chimeran, And some still claim to trace their origins back to the ever changing feywild. Whatever their true origin is, a few things remain true across plains. Rodikkin tend to group together in massive family units called Mischiefs. These Mischiefs are how most Rodikkin identify themselves oftentimes taking on the name of their Mischief as their family name. Most Mischiefs take names that signify a core part of their particular culture for example: A Mischief that mostly works in the business of chimney sweeps of a large city may be called Sootscurry, while a more war-like and wild Mischief may be called Bloodtail. Regardless of where they live or what their Mischief is known for, Rodikkin are consummate survivalists having been able to adapt to life on almost every plain in the multiverse, forging unique cultures and Mischiefs wherever they find themselves
ability score increase: +2 in any ability , +1 in any other ability
age: 50
Size: Small
speed: 30ft
Languages: Wandering Tongue, Local Common
sub races:


race features:
All Rodikkin   By Whiskers and Nose : you gain advantage on perception checks made using smell and touch.   Warren Runner: You are adept at entering hard to reach places as well as places you probably shouldn't be. You gain proficiency in the stealth skill. In addition you may pass through any opening as small as tiny without squeezing so long as you are not wearing armor.   Kinship with rats: You may cast the speak with animals spell at will, however the spell will only allow you to speak with rats.   Gnashing teeth: Your powerful teeth allow you to make a strong bite attack in emergencies. As an action you may make an unarmed bite attack  rats: that deals 1d6 damage and counts as fineness.   Wild   Rough hide: Living in the wilds has toughened you to the pains of life. Your base Armor calculation is 12+ your dexterity modifier.   Through the underbrush: Your natural affinity for the wild allows you to exert a heightened awareness and allow you to freely move through your woodland realm. You may move through difficult terrain with no mobility penalty a number of times equal to your proficiency score. After you have expended all of your uses you regain all of them after a long rest.   Urban   Taking what you can get: Living in urban centers means you often have to live and eat in the places other folks would rather avoid. You gain advantage on saving throws made to resist poison.   As we Squeak: Many folks don't know much about the specifics of Rodikkin society, or culture, or….anything really. Rodikkin who live in cities know how to turn this general misinformation to their advantage. A number of times equal to your proficiency bonus you can give yourself advantage on a deception or persuasion check, you regain all expended uses of this feature on a long rest

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DogofLore.

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