```metadata title: Minnepodi - Player Race description: A playable race of rodentfolk within my homebrew world of Arxios tags: [] systems: - 5e renderer: V3 theme: 5ePHB ``` {{pageNumber 1}} {{footnote Minnepodi | by Perpetrograde}} {{margin-top:225px}} # Minnepodi (Rodentfolk of Arxios) {{margin-top:25px}} {{wide ##### A playable race for D&D 5e }} \page {{pageNumber 2}} {{footnote Minnepodi | by Perpetrograde}} ## Children of Invention > Minnepodi (meaning "Little Paws") is a varied race of sapient rodentfolk. They are children of Ghezen, born of his ingenuity and creativity. : While they resemble common rodents such as rats and mice, Minnepodi have no genetic relation with their animalistic kin. Yet the general reputation of rodents as vermin still hinders the the lives of Minnepodi within the Kingdom of Stopstalk, despite being quite common within city walls. ## Renowned Recyclers > Minnepodi are blessed with their astral father's creativity and inventive nature. They are extremely adept at finding use for all things. For this, Minnepodi are natural engineers, builders, scavengers, and inventive mages. They can pick up and master new skills quicker than any. There is a saying among tradesfolk when faced with a difficult problem, that "this puzzle requires smaller paws" in reference to the Minnepodi's name. ::: ### Minnepodi Traits *Your Minnepodi character has the following racial traits:* ***Ability Score Increase.*** Your Dexterity score increases by 2. ***Age.*** Minnepodi reach adulthood very early at age 12, and their lifespan is about a century. ***Size.*** Minnepodi typically stand thin and frail, averaging about 5' and around 80-100 lbs. Your size is medium. ***Speed.*** Your base walking speed is 30 ft. ***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 have advantage on Wisdom(Perception) checks that rely on smell. ***Thin Frame.*** You can squeeze through spaces as if you were a small creature. ***Languages.*** You can speak, read, and write Common and Minnepodi. ***Subrace.*** While not true subraces, most Minnepodi carry only a few select traits from their astral father. Choose one of the subraces detailed below. : {{note ##### Minnepodi Language The Minnepodi language consists of a series of squeaks, chitters, and growls that convey meaning based on the user's tone and inflection. It is written phonetically in the Common script, and therefore incredibly difficult to decipher. For this, Minnepodi scribes have invented numerous accents and symbols that denote tone in writing. }} : ### Minnepodi Subraces :: #### Scavenger Minnepodi *Your astral heritage allows you to breathe new life into objects thought forever broken. You are especially adept at finding use for what others may call trash.* : ***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. ***Improviser.*** You gain proficiency with Improvised Weapons ***Quick Repairs.*** You can cast the *Mending* cantrip with a casting time of 1 action. You can use this feature a number of times equal to your Proficiency Bonus per long rest. :: #### Quickfoot Minnepodi *Your rodent traits keep your feet light and your reflexes sharp. You are always on the lookout for danger.* : ***Ability Score Increase.*** Your Wisdom score increases by 1. ***High Alert.*** You can add your proficiency bonus to Initiative rolls as long as you can hear. ***Fast Feet.*** Your base movement speed is 35 feet. You gain an additional 10 ft. of movement on your first turn in combat, which lasts until the start of your next turn. :: #### Prodigy Minnepodi *innovation begins with learning. Your heritage allows you to pick up new skills overnight.* : ***Ability Score Increase.*** Your Intelligence score increases by 1. ***Fast Learner.*** You gain proficiency with 1 set artisans tools and 1 skill of your choice. Over the course of a long rest, you can exchange this proficiency with a different skill or tool. ***Quick Fingers.*** You can take the *Use an Object* action as a bonus action a number of times per long rest equal to your proficiency bonus. ***Spark of Inspiration.*** Once per long rest, you can use a bonus action to temporarily gain proficiency with a tool, weapon, or armor that you are wearing or holding in your hand. This proficiency lasts until your next long rest.