Nezumi
A non-native race brought to Tarana by the omniversal nexus, the nezumi, or ratfolk, are a race of white-furred rat-like humanoids that dwell in the swamps of the continent of Wujan, and in small groups around cities. Physically, the nezumi tend to be fragile compared to most other races, while making up for this in cunning and swiftness.
Cunning Mercenaries
The nezumi often find lives for themselves as thieves, ninja, or samurai, working for the highest bidder willing to put up with their underhanded tactics. Nezumi are known for their physical weakness, but their agility makes a nezumi mercenary priced for tasks focused on stealth, infiltration, or assassination. Those going into combat against nezumi are often completely unaware of it.Races of Kamigawa
Nezumi
ability score increase:
Choose one of: (a) Choose any +2; choose any other +1 (b) choose three different +1
age:
Nezumi have a shorter lifespan than humans. Reaching adulthood in their mid-teens and usually living up to around 60 years.
alignment:
As a people of thieves, soldiers of fortune, and assassins, most nezumi are neutral or evil.
Size:
Medium
speed:
Your base walking speed is 30 feet.
Languages:
You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.
race features:
Darkvision. Dwelling in twilit swamps and acting under the shadow of darkness, you can see in dim light within 60 feet as if it were bright light and in darkness as if it where dim light. You can't discern color in darkness, only shades of grey. Nezumi Cunning. Knowing you have the best chance of victory against an unaware target, you have trained to be better at killing your enemies before they are aware of you. You can do 1d6 points of sneak attack damage. Normal rules for sneak attack apply. Nimble. Your lightweight body and innate dexterity grant you advantage on Dexterity saving throws. You have proficiency in Acrobatics and Stealth.
Darkvision. Dwelling in twilit swamps and acting under the shadow of darkness, you can see in dim light within 60 feet as if it were bright light and in darkness as if it where dim light. You can't discern color in darkness, only shades of grey. Nezumi Cunning. Knowing you have the best chance of victory against an unaware target, you have trained to be better at killing your enemies before they are aware of you. You can do 1d6 points of sneak attack damage. Normal rules for sneak attack apply. Nimble. Your lightweight body and innate dexterity grant you advantage on Dexterity saving throws. You have proficiency in Acrobatics and Stealth.
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