Homebrew City Raffikin Species Details
The origins of Raffikin are unknown but many believe that they are either an evolutionary offshoot of the giant rat or they somehow arrived here from another realm. If one is ever lucky enough to find a Raffikin to ask of their origin, you may be hard-pressed to get a truthful answer since Raffikin are notorious liars. Raffikin are a nomadic race that likes solitude, thought once to be a bedtime story told to scare young children, Raffikin move in the sewer tunnels of large cities, dense forests, and ships at sail they call home. Hoarders by nature, if discovered, Raffikin will flee their home to start a new one without hesitation. A race that seemingly has no hierarchy or order, they fight to survive daily.
City Raffikin are thieves, charlatans, and slave traders. They prey mainly on children, imprisoning them deep in the sewers and catacombs, ready for sale.
- Ability Score Increase: Your Dexterity score increases by 2, and your Wisdom score increases by 1. You get a minus 1 in Charisma.
- Appearance: City Raffikin have brown and/or black fur. They have razor-sharp claws on their hands and feet and razor-sharp teeth. Their tail is 1 and a half times the length of their body. Their eyes are either pure black or pure red.
- Age: A Raffikin comes to maturity in three years of being born and has a lifespan of 20 to 30 years.
- Size: City Raffikin is smaller on average than humans and relatively slender. Your size is Medium.
- Weight: City Raffikin can weigh anywhere between 100lbs to 110lbs depending.
- Alignment: City Raffikin tend toward unlawful or neutral evil alignments, as they let hunger and greed guide their decisions. Life has only monetary value to them.
- Speed: Your base walking speed is 30 feet.
- Climbing: Your base climbing speed is 30 feet.
- Languages: You can speak, read, and write Raffikin, Common, and Undercommon.
City Raffikin Traits
Fast and nimble in escape, ferocious and deadly if cornered.Scurry
You drop on all fours and you get to move an extra two 10 feet when your health drops below 5 or if you are affected by the spell, Fear.
Keen Hearing
With your large ears, you have advantage on perception checks when hearing.
Natural Selection
From a young age, you had to learn how to fight using only your claws, and tail.
- Claws: Because of your claws, you have a climbing speed of 30 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
- Tail: Your tail can be used as a whip. If you hit with it, you deal slashing damage equal to 1d4 + your Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.
Disease Immunity
You are immune to disease.
Street Rat
You move through the streets shrouded and unnoticed. You use your tail and gain the following benefits:
- You gain advantage on Dexterity checks that involve stealing or placing an object with your tail from other creatures' person.
- Other creatures have disadvantage on Intelligence (Investigation) or Wisdom (Perception) checks to notice an object you lifted or placed with your tail.
- If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn if the creature has a purse, wallet, pouch, or other similar object that contains at least 1 gp worth of valuables.
Dirty Rat
During combat, you can spend one action to make a cheap shot using your tail to throw dirt, sand, or snow, blinding your opponent. Your opponent must be within 1 meter of you and you must be in a location where there is either dirt, sand, or snow. Your opponent must make a Dex saving throw to dodge the dirt, sand, or snow. Once used, you must take a long rest for this ability to reset. If successful you gain the following benefits:
- Your opponent is stunned and can not move or do an action for 1 turn.
- You gain advantage on your next attack roll.
Swarm of Rats
You can call upon the rats of the city to aid you in combat. A squirming, roiling mass of squeaking rats draws closer, teeth flashing and claws scratching everything in its path. This takes one action to summon. The rats can only be summoned in a town or city you are currently in and once killed or banished you can not summon them again until you have had a long rest.
Medium swarm of Tiny beasts, unaligned
Armor Class 10
Hit Points 24 (7d8 – 7)
Speed 30 ft.
|
STR |
DEX |
CON |
INT |
WIS |
CHA |
|
9 (-1) |
11 (+0) |
9 (-1) |
2 (-4) |
10 (+0) |
3 (-4) |
Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses darkvision 30 ft., passive Perception 10
Languages —
Challenge 1/4 (50 XP)
Special Traits
- Keen Smell: The swarm has advantage on Wisdom (Perception) checks that rely on smell.
- Swarm: The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can’t regain hit points or gain temporary hit points.
Actions
Bites: Melee Weapon Attack: +2 to hit, reach 0 ft., one target in the swarm’s space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.
Sunlight Sensitivity
While in sunlight, Raffikin have disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Previous Versions
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