Ratfolk
A CARRIAGE COMES TO A HALT OUTSIDE YOUR
abode. A door opens and shuts in the distance. Then nothing... Suddenly. The sound of claws scratching on cobbles fades in and out. The occasional slam of doors in the distance. Then suddenly. There is a knock on your door. Slowly, carefully, you approach your door and open it a crack. Before you, a small furred figure stands patiently in front of you. Slowly the oversized ratman smiles as he notices the door open. "Rat has wares, if you have coin!"
Curiosity, ingenuity and survival, these three concepts drove the ratfolk to where they are today. Seemingly ever-present in the nooks and crannies of civilisation. Ratfolk are affable even though their large ratlike appearance may be offputting to some.
Desert Nomads
Due to their small size, ratfolk were driven to a nomadic lifestyle in the early days of their kind. The cruel desert winds and their physically weaker bodies meant that whatever territory they attempted to control had to be quickly abandoned.
This ultimately proved to be a boon to the ratfolk. Travelling from place to place, ratfolk learned early the value of trading goods and information.
Renowned Tinkerers
Due to their roaming from place to place, ratfolk gained the eclectic habit of picking up knickknacks wherever they went and fiddling with them. Over time, this developed to the mechanical or otherwise.
Now, more so than their reputation of merchants they often settle down and focus on one craft or another. Clockwork and alchemy being the most common, but others such as weaving or jewellery making are not unheard of. Ratfolk take pride in their craft, often teaching it to one or more of their children.
Though, close-knit, ratfolk families are large and sprawling so they neither have the time to teach all their children to do so nor is it a necessity (or good for the economy).
Often ratfolk often stay close to their roots, by selling what they make.
Ratfolk Traits
Your ratfolk character has the following racial traits.
Ability Score Increase. Your Dexterity score increases by 2.
Age. Ratfolk reach adulthood at age 12 and live up to 50 years.
Alignment. Ratfolk individuals are driven by a desire to acquire interesting items and a compulsion to tinker with complex objects. The strong ties of ratfolk communities give them an appreciation for the benefits of an orderly society, even if they are willing to bend those rules when excited about accomplishing their individual goals. Most Ratfolk are neutral.
Size. Ratfolk are usually between 3 and 4 feet tall and weigh between 70 and 90 pounds. Your size is Small.
Speed. Your base walking speed is 25 feet.
Cornered Fury. If you have a number of hit points equal to twice your level or less, you make all melee attacks at advantage.
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.
Keen Smell. You has advantage on Wisdom (Perception) checks that rely on smell.
Small Frame. You can move through a space small enough to contain a tiny creature without penalty.
Languages. You can speak, read, and write Common and one additional language of your choice.
Subrace. While not truly subraces, there are two common sorts of ratfolk, ratfolk traders and ratfolk tinkerers and less commonly there are the street ratfolk.
Ratfolk Trader
Before many ratfolk settled down in one place or another, they were wandering desert nomads, trader ratfolk continue this tradition. Ratfolk of this variety tend to have sandy colored fur.
Ability Score Increase. Your Charsima score increases by 1.
Deep Pockets. You can carry 50% more equipment.
Natural Merchant. You gain proficiency in either the Persuasion or Deception skills.
Ratfolk Tinkerer
The most commonly encountered ratfolk are in cities, these ratfolk live in dark cloistered areas where they work with whatever interesting gadget they've gotten their hands on.
Ability Score Increase. Your Intelligence score increases by 1.
Natural Artisan. You gain proficiency in any artisan tool of your choice.
Artificer’s Lore. Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
Street Ratfolk
Ratfolk breed like... well rats. As such not all of them can live as well as the rest and must resort to fending for themselves
Ability Score Increase. Your Constitution score increases by 1.
Dumpster Diver. You gain resistance to poison damage and can eat rotten food with no ill effect.
Fury of the Small. When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.
Ratfolk Height and Weight
| Race | Base Height | Height Modifier | Base Weight | Weight Modifier |
|---|---|---|---|---|
| Ratfolk | 3'5" | +2d4 | 60 lbs. | x1 |
Credits
Designed by d'Artagnan on DMs Guild, /u/dArtagnanDnD on reddit, or dArtagnanDnD on patreon and dArtagnanDnD on Twitter.
- Made with "GM Binder".
- Made with reference and for use with Dungeons and Dragons 5th Edition, created by Wizards of the Coast.
- With some inspiration from the ratfolk in Pathfinder, created by Paizo Publishing.