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RODIR MOUSEFOLK

The rodir are a species of rodent-like beastfolk that inhabit ¢ Ability Score Increase. Your Intelligence score increases
the vast, rolling plains of the central region and western by
reaches of the Llanian empire. They tend to form small © Scurry. Crawling while prone costs no extra movement.
quaint farming communities or self-contained warrens on the Additionally, you do not have disadvantage to attacks
outskirts of cities with a rodir population. made while prone.
Rodir are cautious, jittery creatures by nature and are © Survivor. The rodir can take the disengage or hide action
natural underlings, seeking to please those around them as as a bonus action on its turn
an unconscious defense mechanism. In the same way, they
almost universally seck out others of their kind for the RACIAL FEATS
protection that community provides. These communities
The rodir are naturally cunning and can find a way to use
often exist alongside large packs of normal and giant rats
almost anything to their advantage.
who coexist with the rodir who use them as pets, guard
animals, and even mounts, and in turn they provide the
rodents a comfortable life. The larger, more hardy coypu
CLEVER DISTRACTION
rodir are more likely to leave their warrens for a life as an You've become adept at distracting your foes long enough to
adventurer, but even the mousefolk ocassionally find make your move.
themselves on the road to adventure.
e Asan bonus action, you can attempt to distract a target.
Roll a Charisma (deception) skill check contested by your
RACE TRAITS _ target's Wisdom (insight) If you roll higher than your
e Ability Score Increase. Your Dexterity score increases by target, the target is distracted until the beginning of their
21 next turn. A distracted target cannot make attacks of
¢ Age. The rodir reach adulthood between 12 and 14 years opportunity and automatically fails opposed Wisdom
of age and rarely live beyond 50. (perception) checks.
* Alignment. The rodir are an unpredictable lot, but they
are generally good natured and easy to get along with. An BURROW-RAT _
average rodir's alignment is chaotic good. Your fore-claws have developed to the point where you can
e Size. Coypu rodir are medium sized creatures at stand, on tunnel through the ground at a respectable speed.
average, around 5 ft. tall Mousefolk are much smaller,
reaching only 3 ft. in height. Their size is small e You gan a burrow speed equal to half your walk speed. You
© Speed Coypu rodir have a speed of 30 ft., but their can burrow through sand, dirt, clay, gravel, or similar
smaller, more cautious cousins have a speed of 25 ft. materials, but not solid stone. You do not Ieave a hole
e Languages. Rodir speak either Llanian or Karbhizdaban behind, nor is your passage marked on the surface.
common and chittertongue, a dialect of goblin spoken by e Your claws are natural weapons, which you can use to
the rodir. make unarmed strikes. If you hit with them, you deal
© Bite. Your natural bite is a natural melee weapon, which slashing damage equal to 1d4 + your Strength modifier,
you can use to make unarmed strikes. If you hit with it, instead of the bludgeoning damage normal for an
you deal piercing damage equal to 1d4 + your Strength unarmed strike.
modifier, instead of the bludgeoning damage normal for
an unarmed strike.
¢ Low-light Vision. The rodir does not have disadvantage
on Wisdom (Perception) checks made in dim light.
© Rodent Empathy. Double the rodir's proficiency bonus on
Wisdom (Handle Animal) made to influence rodents. You
are considered proficient when making these checks even
if you aren't.
* Scent. You have advantage on Wisdom (Perception)
checks that rely on smelL
e Subraces. Two subraces of Rodir are found in Vallonde:
mousfolk and coypu. Choose one of these subraces.

CoyPpU
© Ability Score Increase. Your Constitution score
increases by 1.
¢ Powerful Bite. The damage dic of your Bite feature
increases to 1d6.
* Rodent Command. You can cast Animal Friendship at-
will, without expending a spell slot if your target is a
rodent.
¢ Semiaquatic. You have a swim speed equal to half your
walk speed.

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