Ratfolk

Arissa the ratfolk looked out over the rooftops of city as she sniffed the air. Her fur was preeened and brushed as fitted her position. Spinning around, her tail whipping out behind her, she strolled into the gala, the talk of the town.

Skitterwhisker was high in the treetops watching the road, pressed hard to the branches when the clatter of carriage wheels on the road reached his ears. Clambering down the branches rapidly, he rushed off into the dark forest.

Nimble and Alert

Ratfolk live in a world of larger creatures by avoiding notice, danger and detection. They stand about two and a half feet tall, with a differently shaped body to giant rats, and tend to move about on two feet, their forepaws having opposable thumbs with which they can grasp and manipulate. They are fairly lithe, weighing 25-30 pounds.

Ratfolk fur tends to either pale white / silver or a dark brown-black. In fact, this separation is strong enough that they are considered different breeds. White furred ratfolk will tend to red-eyes, while black furred ratfolk have black eyes. Ratfolk will wear clothing that is first practical, and secondly understated, as to hide their true status.

Being so small, ratfolk have had to watch the world from down low, and take careful note of what happens around them. They tend to be observant and will watch for an opening before taking a risk or speaking up.

Caucious and Reserved.

Ratfolk society is one where failures are left unsupported, and so risks are avoided wherever possible. Ratfolk will secure as much support, and take what precautions they can before stepping out into the world.

Gossip, politics and personal information is rife within ratfolk society, and reveling too much about yourself can easily allow your enemies to move. When they do, the victim might find their allies have abandoned them.

Ratfolk will watch and learn before stepping in or acting, prefering to leave the first moves to other, preferably larger creatures.

Dens and Nests

Ratfolk societies are crowded, competitive dens where a lack of food, space, and opportunity drive a tense chaos. The dens and nests that Ratfolk build tend to be semiburied if not entirely underground, and lined with fabrics or vegetation.

Disease and filth are often rife, and leadership is fleeting, if not entirely absent. All too often one will standup to attempt to pursue a goal, noble or otherwise only for their support to disappear before even getting started.

Ratfolk often escape these natural societies to live among other races, where they can have enough space and food to live comfortably. However, their lack of respect for authority and laws often leads to friction between them and the ruling classes.


Escaping the Vermin

Ratfolk who are ambitious enough to attempt to escape the ratpits often turn to adventuring or fully integrating into the society of other races. Working alone, they will learn the skills and traits needed to become trusted and valued. The natural caution of ratfolk aids them in this, whether they enter political or adventuring circles, risk is always present.

Ratfolk Traits

Your ratfolk character has a number of traits in common with all other ratfolk.

Ability Score Increase. Your Dexterity score increases by 2.

Age. A ratfolk reaches maturity rapidly, with adulthood at the age of 5 and living not much longer than half a century.

Alignment. Most ratfolk are chaotic, unable to to work under laws and restrictions. They can as easily sway around repressive rule as to subvert honest laws.

Size. Ratfolk are about two and a half feet tall, with a tail as long again. They are light, and weigh about 25 pounds. Your size is Small.

Speed. Ratfolk have had to move rapidly to survive. Your base walking speed is 35 feet.

Disease Carriers. Rats and ratfolk have been common disease vectors and adapting. You have advantage on saving throws against the poisoned condition and disease. You have resistance to Poison damage.

Naturally Stealthy. You can attempt to hide even when you are only lightly obscured, for example by a creature one size larger than you, or with foliage, light fog or heavy rain.

Languages. You can read, speak and write Common and Rattongue. Rattongue has no written form, but is the method by which normal rats communicate. It is a squeaking, chittering language that you can use to communicate basic concepts with rats of all kinds.

Subrace. There are two main kinds of Ratfolk, distinguished by their coat colour and years of isolated, rapid breeding. Choose White Ratfolk or Black Ratfolk.

White Ratfolk

White Ratfolk are the breed that most most commonly lives in civilised areas and among common urban dwellers. They have had to practice social skills and learn to live among other races.

White Ratfolk Names. White Ratfolk tend to take names common to the towns and cities they live in. Dwarf, Human and Elven names are common because of this.

Ability Score Increase. Your Charisma score increases by 1.

Darkvision. The dens and nests of ratfolk are in dark, isolated areas, even in cities. You can see in dim light within 30 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

Silvertongue and Coat. You have proficiency in the Persuasion Skill.

Suspicious and untrusting. Despite living among other races, you can never take them at their word. You have advantage on saving throws against being charmed, and advantage on Wisdom (Insight) checks to detect deception.

Black Ratfolk

Black Ratfolk are the breed that live in caves and forests in the wild. They have become more worldly and nimble, sticking to the darkness near exclusively.

Black Ratfolk Names. Black Ratfolk have descriptive, ratty names, such as Skitterwhisker, Softpaw, Patches, or Bravefang.

Ability Score Increase. Your Wisdom score increases by 1.

Ratfolk Nimbleness. You can move through the space of any creature that is of a size larger than yours.

Scalers and Climbers. The caves and forests that Black Ratfolk live in have let them become proficient climbers. You have a climb speed equal to your base walking speed.

Superior Darkvision. Accustomed to twilit forests and darkness of caverns, 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.

Light Sensitivity. You have disadvantage on Wisdom (Perception) checks that rely on sight when trying to perceive something in an area of bright light.


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