Homebrew Thirty Seven Rats in a Trenchcoat (TRIC/Trick) Species Details

Inspired by the (albeit) similar creation by Mars013.

"As the people watched the scene below, they saw Stephan Gravier fighting the being only known as Sew'er Graté.

'Look around people. I have defeated the Trick! This violent, vile, and downright disgusting creature will be wiped from the city!'

Stephan yells these words triumphantly as he turns to to the Trick, 'Any last words?'

'Rats...'

The axe falls, and the rats scurry away."


Description

The idea of a TRIC (Sometimes just called a "Trick" through colloquialism) is not uncommon to the world, although they aren't seen very often. A phenomenon like that of animated armor. It is a set of rats that gain a soul and work together to integrate themselves into society. One rat generally takes the largest section of the soul and creates the personality and brain of the Trick. Most Tricks are coy and sarcastic, but personalities differ based on what rat takes the head of the Trick. Some Tricks will refer to themselves with words as "we" and "us" rather than "me" and "I", even though they all share one soul. 

TRIC/Trick Names

Tricks generally attempt to create a name more Elven in nature, but will also choose words that come from the setting they grew up in. Names such as Branch, Rock, Bramble, Sewer Grate, Dust, and Tree.

Appearance

Tricks look indistinguishable from a mouse-folk. But within 5 feet of the Trick, a creature can realize that it is a Trick. Whether or not the creature sees them as a pile of rats or just ascertains that they are a Trick is up to the player and DM.

Age

Tricks age based on the will of their soul. They can live anywhere from 50 to 210 years old, although the latter is rarer. They reach adulthood at their formation.

Alignment

Tricks generally align in neutral sections of the alignment chart, but it can really depend on the Trick's personality rat.

Thirty Seven Rats in a Trenchcoat (TRIC/Trick) Traits

Darkvision, Ability Score Improvement, Rat-ical Senses, Claws, Ratial Disguise, Rat-tastic Dodge, Rat King

Darkvision

Thanks to your ratty heritage, you have superior vision in dark and dim conditions. 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.

Ability Score Improvement

Due to your heightened form, the rats that make up your body are able to combine their dexterous nature. +2 Dexterity.

As these rats must learn to integrate themselves into society, they learn human mannerisms. +1 Charisma.

Rat-ical Senses

As you possess the senses of 37 different rats who can all see, smell, and hear, you gain advantage on all wisdom (perception) ability checks.

Claws

You may use your rat claws to claw at an enemy as an attack. You inflict 1d8+Dex slashing damage on your enemies after attacking with your claws.

Ratial Disguise

As you don't want to worry others about your form of rats, you are indistinguishable from a mouse-folk to anyone more than 5 feet away from you. Whether creatures within that range see you as a pile of rats or just ascertain your true nature is up to the player and DM.

Rat-tastic Dodge

The 37 rats that make up your form have honed in on the ability to dodge attacks. Twice per long rest, you may choose to halve the damage of a non-magical attack made on you.

Rat King

You are able to learn the sylvan language, a prestigious language for a rat to know. You also know common.

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