Ratfolk Soothsayer (5e Creature)
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Ratfolk Soothsayer
Medium humanoid (ratfolk), any non-lawful alignment Armor Class 13 (hide armor)
Skills Arcana +3, Nature +4, Perception +4 Spellcasting. The ratfolk is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The ratfolk has the following druid spells prepared: Cantrips (at will): guidance, prestidigitation, shillelagh * The ratfolk can cast these spells only as rituals. Beast Speech. The ratfolk can comprehend and verbally communicate with beasts, as if it were always under the effect of the speak with animals spell. Quick Reaction. The ratfolk gains a +2 bonus to its initiative rolls. Thin Frame. The ratfolk can squeeze through spaces as if it were a Small creature. ACTIONSQuarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
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Unlike their law-breaking cousins, some ratfolks earn their bread and butter with a little tricks they learned from outside of the city. In a slightly lighter side of the dark alleys of the city, you may find a small booth with crystal balls and strange bonsai plants on it, and a scrawny ratfolk seated at the opposite side. With a power of some mojos as they use to refer to, a ratfolk can conjure a limited sense of clairvoyance to find where you last put that key, or which of the brats in the class has taken your lunch box when you were not looking, at a fairly reasonable price. On a special occasion, usually involving more than a couple of gold coins, a ratfolk may conjure a peculiar concoctions with some eerie properties, including drinking off its own container, changing color when not seen by anyone for a split second, or even talking to its drinker from within. Although it is considered very inconsiderate to even attempt such experiment, there are people out there who are more willing to pay a fortune for this weird draught, for something too creepy to spill out. |
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