Ratfolk

## Background

Ratfolk as the name implies are a race of small verminous humanoids who are native to the Underdark, they are said to have once ruled an empire deep beneath the surface, maintaining an extensive network of warrens that spanned the caverns beneath the Plains of Asshan. Their scribes detail that a great calamity befell the ancient empire millennia ago, their proximity to the Undying King's seat of power meant that the aftermath of his divine ascension had a profound effect on their warrens. The dead rose in droves, and soon many were overrun by the endless tides, the cities turning into silent tombs. Many of the other warrens were cut off from each other, and collapsed into infighting and anarchy leading to many of the ratfolk migrating to the surface, led by a mythical figure that they refer to as the Verminlord. The ratfolk would eventually settle along the eastern coasts of Asshan in the region that is presently known as the Vermin Coast.

Their initial exodus was met with a great deal of disdain from the native humans of the coast, however, due to their proximity to the Amethyst Boneyard a peace was eventually established in order to protect themselves from the undead hordes that wandered the land. The ratfolk eventually grew to dominate the coast, and established the modern-day republic. There are a variety of different clans spread out along the coast, many of whom have adapted to survive and thrive in the different environments, some still attempt to maintain their subterranean warrens, hoping to perhaps one day reclaim their lost homes.

Ratfolk society is one based on tightly knit communities known as clans, families are a relatively foreign concept within the republic, instead everything tends to be shared for the common good. It is a way of life that was born out of necessity, and one which allows their populations to increase rapidly. While members of the same clan tend to work together there does tend to animosity and a sense of rivalry against members of different clans, not to the point of outright conflict but it is akin to a sense of constant competition with each clan hoping to outdo the other.

They tend to maintain their neutrality when dealing with outsiders, and tend to be distrustful; the average ratfolk understands that in most cases it will lose in a contest of brute strength which is why many attempt to avoid such contests or use cunning to sway things in their favour. This innate cunning contributes to many of them becoming expert tinkerers and mechanical savants, and while the quality of their inventions are questionable at best, it cannot be said that they are not innovative.

## Subraces

### Deep Delvers

The Deep Delvers are a subrace of Ratfolk who spend most of their lives in the subterranean labyrinths and warrens that make up the old kingdom. They have adapted to survive the dangerous environments of the Underdark, and are described as being larger and stockier than the average ratfolk. They have an improved version of darkvision, and are trained from a young age with the skills required to survive in the warrens.

### Packlings

The Packlings are the most numerous subrace of ratfolk, they make up the vast majority of their kind and commonly find roles as labourers or warriors. Due to their small stature, they are most commonly seen working as members of a pack, hence the name, but are also known for their agility and nimbleness.

### Venom-Touched

Dwelling along the southern borders of the republic, the Venom-Touched are a mutant subrace of Ratfolk described as possessing bloated bodies where diseases tend to flourish. Whether it be through worship of the Serpent Empress, or through the repeated exposure of dangerous chemicals from the broodlings of the Arzani to the south, they have evolved an innate immunity to poisons, as well as the ability to craft and utilize poisons.

### Tinker-Sages

The Tinker-Sages are an inventive subrace of Ratfolk who are known for their ingenuity and their skill when it comes to the use of tools, and the creation of mechanical inventions. They are highly sought after by many of the clans within the republic, and are treated with a great deal of respect by many of their packling peers.

### White Furs

The White Furs are defined by their albinism which is responsible for their white fur and light red eyes. They are gifted with an innate talent for magic, and tend to become renowned clerics or druids within the republic. However many of them are treated with caution, especially in their later years as they are said to hear whispers from the Verminlord himself which grow louder as they grow older eventually driving many of them to madness.

## Properties

### Deep Delvers

* **Average Lifespan.** Ratfolk live short lives, usually reaching maturity by 12 years of age and living around 40 years.
* **Size.** The Deep Delvers are 4 feet tall, and weight about 50 pounds. Your size is small.
* **Ability Score Increase.** Your Dexterity score increases by 2, and your Strength score increases by 1.
* **Speed.** Your base walking speed is 30 feet.
* **Superior Darkvision*.*** 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 colour in darkness, only shades of grey.
* **Scurry.** You can move through the space of any creature that is of a size larger than yours.
* **Subterranean Survivor.** You are considered proficient with the Perception skill.
* **Delver Cunning.** Whenever you make a Wisdom (Survival) check in order to find your through the underground, you are considered proficient in the Survival skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
* **Delver's Gear.** You are considered proficient with the light hammer, war pick, and bec de corbin.
* **Languages.** You can speak, read and write Common and one other language that you and your DM agree is appropriate for your character.

### Packlings

* **Average Lifespan.** Ratfolk live short lives, usually reaching maturity by 12 years of age and living around 40 years.
* **Size.** Ratfolk are 3 feet tall, and weight about 40 pounds. Your size is small.
* **Ability Score Increase.** Your Dexterity score increases by 2, and your Charisma score increases by 1.
* **Speed.** Your base walking speed is 30 feet.
* **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 colour in darkness, only shades of grey.
* **Scurry.** You can move through the space of any creature that is of a size larger than yours.
* **Sneakers.** You are considered proficient in the Stealth skill.
* **Run-Escape.** You can use a bonus action to move up to your speed away from a hostile creature you can see or hear. You must end this move further away from the enemy than you started.
* **Pack Tactics.** You have advantage on attack rolls against a creature if at least one of your allies is within 5 feet of the creature, and the ally isn't incapacitated.
* **Languages.** You can speak, read and write Common and one other language that you and your DM agree is appropriate for your character.

### Venom-Touched

* **Average Lifespan.** Ratfolk live short lives, usually reaching maturity by 12 years of age and living around 40 years.
* **Size.** Ratfolk are 3 feet tall, and weight about 40 pounds. Your size is small.
* **Ability Score Increase.** Your Dexterity score increases by 2, and your Constitution score increases by 1.
* **Speed.** Your base walking speed is 30 feet.
* **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 colour in darkness, only shades of grey.
* **Scurry.** You can move through the space of any creature that is of a size larger than yours.
* **Poisoners.** You are considered proficient with Poisoner's Kit, and have advantage when using them to craft and harvest poisons.
* **Verminous Resilience.** You have advantage on saving throws against poison, and you have resistance against poison damage.
* **Poisonous Bile.** As a bonus action you can induce an exhalation of poisonous bile in a 15-foot cone. Each creature in the area must make a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d8 poison damage on a failed save, and half as much damage on a successful one. This damage increases by 1d8 when you reach 5th level (3d8), 11th level (4d8), and 17th level (5d8). You can use this trait once regaining the ability to do so on a long rest.
* **Languages.** You can speak, read and write Common and one other language that you and your DM agree is appropriate for your character.

### Tinker-Sages

* **Average Lifespan.** Ratfolk live short lives, usually reaching maturity by 12 years of age and living around 40 years.
* **Size.** Ratfolk are 3 feet tall, and weight about 40 pounds. Your size is small.
* **Ability Score Increase.** Your Dexterity score increases by 2, and your Intelligence score increases by 1.
* **Speed.** Your base walking speed is 30 feet.
* **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 colour in darkness, only shades of grey.
* **Scurry.** You can move through the space of any creature that is of a size larger than yours.
* **Sage Smarts.** You are considered proficient in the Investigation skill, and have advantage when using it to discern how a piece of machinery functions.
* **Ratfolk Ingenuity.** You are considered proficient with one set of tools of your choice. Whenever you make a skill check using that tool, roll a d4 and add the number rolled to the check's total.
* **Languages.** You can speak, read and write Common and one other language that you and your DM agree is appropriate for your character.

### White Furs

* **Average Lifespan.** Ratfolk live short lives, usually reaching maturity by 12 years of age and living around 40 years.
* **Size.** Ratfolk are 3 feet tall, and weight about 40 pounds. Your size is small.
* **Ability Score Increase.** Your Dexterity score increases by 2, and your Wisdom score increases by 1.
* **Speed.** Your base walking speed is 30 feet.
* **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 colour in darkness, only shades of grey.
* **Scurry.** You can move through the space of any creature that is of a size larger than yours.
* **Arcanists.** You are considered proficient in the Arcana skill.
* **Magikk-Keepers.** You know the *infestation* cantrip. When you reach 3rd level, you can cast the *expeditious retreat* spell once per day. When you reach 5th level, you can cast the *pass without trace* spell once per day. Wisdom is your spellcasting ability for these spells.
* **Languages.** You can speak, read and write Common and one other language that you and your DM agree is appropriate for your character.