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Nezumi

The nezumi, or ratfolk, have a reputation in the Eastern Lands for their quick wits and quicker fingers. Nezumi don't tend to construct cities or nations as the other races might, favoring instead reclusive creches nestled in unforgiving mountains or within hostile forests. A nezumi outpost is often marked on maps as the only safe place for travelers to stop, somtimes for miles around. From birth, the nezumi are trained to work as a cohesive unit with the rest of their litter, or "gang." A nezumi gang functions much like how other humanoid family units do, with the exception that parents and other community members have no direct involvement in their upbringing. Nezumi found outside thier creches are normally accompanied by their gang as they pursue a shared enterprise, such as a merchant business or a group of traveling bards. A nezumi gang set up in a human city isn't uncommon, as they ply their trade hawking their wares - or picking pockets, as the case may be. A nezumi who has been removed from their gang, whether voluntarily or by force, often seeks out similar social structures to cleave to, such as thieves' guilds, military posts, or adventuring parties. Within their gangs, nezumi distinguish themselves into two groups: Bosses and Muscle. Game stats for making a nezumi character can be found below.
Alignment: Nezumi tend towards true neutrality, valuing their gang more than any moral concerns or thought towards Law or Chaos.
Deities: Nezumi worship the Twelve Gods, with a special reverence for Rat.
Homeland: Nezumi creches are scattered around the Eastern Lands.
Names: Nezumi names are typically given by other members of their gang and encompass physical traits or notable deeds. Some examples are: Rot-Tooth, Short-Tail, Three-Paw, Cackler, Bog-Snout, Slender-Bones, Six-Toes, Rust-Blade

Nezumi Racial Traits

  • Ability Score Increase. Your Dexterity score increases by 2.
  • Age. Nezumi and their gang are considered adults at around 16 years of age, and tend to live around 60 years.
  • Alignment. Nezumi tend towards neutrality, valuing their gang over any moral concerns.
  • Size. Nezumi have a variety of fur colors and heights. Your size is Medium.
  • Speed. Your base walking speed is 35 feet.
  • Nimbleness You can move through the space of any creature at least a size larger than yours without spending extra movement.
  • Rat's Blessing. You have proficiency in Stealth.
  • Languages. You speak Common and one other language of your choice.

Subraces

Boss Nezumi

Boss nezumi often run nezumi gangs and serve as their interpreters to the outside world.
  • Ability Score Increase. Your Charisma score increases by 1.
  • Rat's Tongue. You have proficiency in Persuasion. You can mimic any sounds you have heard, including voices. A creature that hears the sounds can tell they are imitations with a successful Insight check against a DC equal to 8 + your Charisma (Deception) bonus.
  • Nezumi Magic. You gain the Minor Illusion cantrip. Charisma is your spellcasting ability modifier for this spell.

Muscle Nezumi

While the boss nezumi direct a gang, a muscle nezumi's job is to get that direction done.
  • Ability Score Increase. Your Strength score increases by 1.
  • Ambusher. You have advantage on attack rolls against Surprised creatures.
  • Nimble Footing. You have advantage on Strength and Dexterity saving throws and ability checks made against effects that would knock you prone. With a 10-foot running start, you can jump up to 25 feet.
  • Rat's Mask. You can attempt to hide even when only lightly obscured by foliage, heavy rain, falling snow, mist, or other natural phenomena.
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