Ratfolk Rogue

Ratfolk are the size of halflings, though smaller in girth and quicker in their movements. At a glance they might even be mistaken for halflings if not for their twitching snouts, bony feet, and long, pink tails.

The ratfolk are canny survivors, rogues and tricksters all. Their strong family ties make it easy for them to found or join criminal societies—though others serve as expert scouts and saboteurs, able to infiltrate army camps, city sewers, and even castle dungeons with equal ease. Ratfolk leaders are often spellcasters and rogues.

Adaptable. Ratfolk swim well and can survive on little. Some groups are endemic to tropical and subtropical islands. Others inhabit forests, sewers, labyrinths, and ancient, ruined cities.

Fast Fighters. Ratfolk prefer light weapons and armor, fighting with speed and using numbers to bring a foe down. They have been known to ally themselves with goblins, darakhul, and kobolds on occasion, but more often prefer to serve a “Rat King” who may or may not be a rat of any kind. Such rat rulers might include a wererat, a rat king, an ogre, a minor demon or intelligent undead.

Ratfolk Rogue

Small humanoid (ratfolk), neutral
Armor Class 15 (studded leather armor)
Hit Points 18 (4d6 + 4)
Speed 25 ft., swim 10 ft.
STR DEX CON INT WIS CHA
7 (-2) 16 (+3) 12 (+1) 14 (+2) 10 (+0) 10 (+0)

Skills Acrobatics +5, Perception +2, Stealth +7
Senses darkvision 60 ft., passive Perception 12
Languages Common, Thieves Cant
Challenge 1 (200 XP)

Cunning Action. A ratfolk rogue can use a bonus action to Dash, Disengage, or Hide.

Nimbleness. A ratfolk rogue can move through the space of any creature size Medium or larger.

Pack Tactics. A ratfolk rogue has advantage on its attack roll against a creature if at least one of the ratfolk’s allies is within 5 feet of the creature and the ally is capable of attacking.

Sneak Attack (1/Turn). A ratfolk rogue deals an extra 3 (1d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of one of its allies that isn’t incapacitated and the rogue doesn’t have disadvantage on the attack roll.

Actions

Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Rat Dagger Flurry. Ranged Weapon Attack: +5 to hit, range 20/60 ft., three targets. Hit: 5 (1d4 + 3) piercing damage.

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