Ratkin | Race | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Ratkin

Ability Score Increase +2 Dex, +1 Con
Size Medium
Speed 30ft

Age. Due to their extremely fast metabolism Ratkin can live naturally to the ages of 12 to 15, however, due to their tendency to stab and kill co-workers, they normally live to the age of 4 if they're lucky. Although there are many other contributing factors to the age of a Ratkin. For example, being blessed by their god, known as the Horned Rat, these Ratkin rats are known as grey seers as their fur is white, they are strong spell casters and can live up to the age of 70 and beyond. Another example would be a plague priest, these Ratkin are so disease-ridden that it can prolong their life to 50 years. One of the last is the long life elixir created by clan Skyre, it's extremely expensive but it can prolong their life by a minimum of 100 years.   Alignment. Ratkin have a strict hierarchy to their volatile lifestyle, and they will often use their position to exterminate any and all who oppose them. The only way to go up in their society is to murder your rival and to obtain his position in a sly or cunning way. They favor trickery or short-lived truces with enemies to which they will eventually backstab at a later date if they don't get backstabbed themselves. They always turn out chaotic evil.   Size. Most Ratkin grow to no taller than 5 feet tall but some can be much bigger. Your size is Medium.   Speed. Your base walking speed is 30 feet.   Superior Darkvision. Due to living in nothing but darkness, you have superior vision in dark and dim conditions. You can see in dim light within 120 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.   Claws and Teeth. Your overgrown buck teeth and unkempt claws are natural weapons, which you can use to make unarmed strikes. If you hit with your claws, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike. If you hit with your bite, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike.   Plagued Upbringing. Growing up and spawning in filth has its advantages. You are resistant to poison, have advantage against poisons, and are immune to the effects of diseases. However, you can still spread them.   Conniving. You are proficient in two of the following skills: Deception, Perception, Stealth, and Sleight of Hand.   Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.   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.

Languages. You can speak, read, and write Common (Trade), Common (Mongrel) and Undirmál (Under Speech).


Created by

Terry & Glenn.

Statblock Type

Race

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