Rodenkin
Rodenkin is a catch-all term for any rodent or rodent like humanoid. This encompasses Squirrelkin, Racoonkin, Mousekin, Possumkin etc. Like their harengon cousins, rodenkin came into existence in the Feywild and were known for various things such as travel, trickery, pranks and hiding. These forest dwellers live fairly synergistically with other anikin. When making one of these characters work with your DM to determine what animal you are based off of and how that interacts with the world around you.
- When choosing this race, take all of the below traits and pick a subrace.
- Ability Score Increase. When determining your character’s ability scores, increase one score by 1.
- Age. Rodenkin mature and age at the same rate as humans.
- Creature Type. You are a Humanoid.
- Size. Rodenkin range in height from 2ft up to 4ft tall and weigh between 40lbs and 125lbs. Your size is Small.
- Speed. Your walking speed is 30 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. You can't discern color in darkness, only shades of gray.
- Tiny Tenacity. When you are targeted with a critical hit you may make a Dex saving throw (DC equals half damage you would be taking) on a success you take half damage. You can use the feature a number of times equal to your proficiency bonus per day.
- Languages. You speak, read, and write Common, Anikin and one other language.
Raccoonkin
- Ability score increase. Increase DEX by 2.
- You are proficient in sleight of hand.
- Sticky Fingers. You can use a bonus action to make a Dexterity (Sleight of Hand) check or take the Use an Object action.
Opossumkin
- Ability Score Increase. Increase CHA by 2.
- You are proficient in deception.
- Play Dead. You have advantage on Charisma (deception) checks to convince people or enemies that you are dead/already dead. You may start playing dead as a reaction or bonus action.
Squirrelkin
- Ability Score Increase. Increase DEX by 2.
- You are proficient in acrobatics and athletics.
- You have a climb speed of 30.
Glirrelkin (flying squirrel)
- Ability Score Increase. Increase DEX by 2.
- You are proficient in acrobatics.
- Glide. When you fall at least 10 feet above the ground, you can use your reaction to extend your skin membranes to glide horizontally a number of feet equal to your walking speed, and you take 0 damage from the fall. You determine the direction of the glide.
Ratkin
- Ability Score Increase. Increase CHA by 2.
- You are proficient in intimidation and survival.
- Vicious Intent. You can pick one cantrip from the warlock spell list (You may pick WIS, INT or CHA as your modifier for this cantrip).
Mousekin (mouse/hamster)
- Ability Score Increase. Increase WIS by 2.
- Natural Magic. You can pick a cantrip from the druid or cleric spell list. (You may pick WIS, INT or CHA as your modifier for this cantrip).
- Nimble Escape. You may hide or disengage as a bonus action.
Hedgekin (hedgehog or porcupine)
- Ability Score Increase. Increase INT by 2.
- You are proficient in stealth.
- Curl Up. As a bonus action you can curl into a ball (or leave this state). When anyone makes a melee attack roll against you while you are curled up, they take 1d4 piercing damage. This increases to 1d6 at level 5, and 1d8 at level 10, and 1d10 at level 15.
Armadilkin
- Ability Score Increase. Increase your CON by 2.
- You are proficient in survival.
- Shell Defense. You can curl into a ball as an action. Until you emerge, you gain a +4 bonus to your AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can’t increase, you have disadvantage on Dexterity saving throws, you can’t take reactions, and the only action you can take is a bonus action to emerge from your shell.
Capykin
- Ability Score Increase. Increase your STR by 2.
- You can be up to 5ft tall, and your size can be medium or small.
- You have proficiency in athletics.
- Webbed Feet. You have a swim speed of 20.
- Light Armor Training. You have proficiency in light armor.
- Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Beaverkin
- Ability Score Increase. Increase your STR by 2.
- Nature's Craftsman. You have access to the mending cantrip. You gain proficiency in carpentry tools.
- Woodcunning. Whenever you make an Intelligence (History) check related to the origin of woodwork, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. Using this will tell you how old the wood is, its nature of origin, and the craftsmanship of the one who made it.
- Webbed Feet. You have a swim speed of 20.
Gopherkin (Gophers/Prairie dogs/Meerkats/Groundhogs)
- Ability Score Increase. Increase either your WIS or INT by 2.
- You know the Mold Earth cantrip.
- You have proficiency in nature, animal handling and survival.
Nutriakin
- You do not have Tiny Tenacity. Your height is between 5’-6’ and you weigh between 125-200lbs. You are a medium creature.
- Ability Score Increase. Increase your STR by 2
- You get proficiency in intimidation (strength).
- You have a swim speed of 20.
- Daunting Snarl. As a bonus action, you can let out an especially menacing snarl. One creature of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become intimidated by you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your strength modifier. Once intimidated, the creature has disadvantage on attacks on you and cannot move away from you. Once you use this trait, you can't use it again until you finish a short or long rest.
Molekin
- Ability Score Increase. Increase your WIS by 2.
- You are blind.
- Blindsight. You can perceive your surroundings without relying on sight, within a 30ft radius.
- You know the Mold Earth cantrip along with one other cantrip from the druid spell list.
Basic Information
Anatomy
Rodenkin resemble a bipedal version of the animal of their namesake.
Genetics and Reproduction
Rodenkin are compatible with other rodenkin as well as harengons.
Growth Rate & Stages
Rodenkin age at the same rate as humans, living to about 100 years.
Additional Information
Perception and Sensory Capabilities
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. You can’t discern color in darkness, only shades of gray. Molekin are the sole exception, being blind creatures.
Civilization and Culture
Beauty Ideals
Most rodenkin can find beauty in all the usual places. Some prefer physical beauty, while others see inner beauty as preferable.
Major Language Groups and Dialects
Rodenkin speak, read, and write Common, Anikin, and one other language.
Interspecies Relations and Assumptions
Most rodenkin get along with everyone, but Nutriakin tend to be looked down on by many races.
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