Nezumi (5e Race)
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Nezumi are small, rodent-like humanoids that embody a blend of halfling stature and rat-like features. They typically stand between 3 and 4 feet tall and weigh around 40 to 80 pounds with a slender frame, allowing them to move swiftly and silently through both natural and urban landscapes. Some Nezumi who are more accustomed to surface city life may display a pot belly that betrays their scavenging nature in a world rich with plentiful food. They have short, dense, and soft fur that covers their bodies, with colors ranging from dark browns and blacks to grays and even patches of white. Nezumi have a distinctly rat-like appearance, with elongated snouts and whiskers, rounded ears, sharp and pronounced incisor teeth, and beady eyes which are large and dark, well-adapted to low-light conditions. In bright light, their eyes may appear to glint red or amber, a trait unsettling to those unfamiliar with their kind. Nezumi have sharpened claws on their hands and feet which are excellent for climbing, digging, and handling delicate tasks. They also possess a long, hairless, prehensile tail, which they use for balance and communication.
A Chaotic History[edit]
Tracing their origins to the ancient Eldercity beneath Baldur’s Gate, Nezumi were originally created as thralls of the rat-god Raxivort within his realm called the Black Sewers of Pandesmos, the topmost layer of Pandemonium, predating Xvarts by approximately 300 years. Raxivort’s influence imbued the Nezumi with cunning and adaptability, traits necessary for survival in the harsh environment of Pandemonium, and for carrying out his many demanding tasks. The Nezumi carved out their niche in this dangerous sprawling labyrinth of tunnels and chambers, developing a culture centred around community, survival, and adaptability. Over time, they became adept trappers, hunters, and scouts, using their keen senses and small size to their advantage. Unfortunately, because their creator was a pathetic worm who came into demi-godhood through use of the Infinity Spindle, he became a target for the demon god Graz'zt the Dark Prince, and was forced to flee Pandemonium and leave the race of rat-like minions he created behind. Following his departure a century later, an event called “The Dark Cull” forced survivors to flee the plane entirely into the material plane. Now having lived amongst other humans and humanoids for well over 200 years, their rat-like appearance and historical ties to Raxivort marked them as outcasts and potential threats. This societal rejection pushed many Nezumi toward a life of crime, as pickpockets, infiltrators, and bandits. However, this criminal inclination is more a consequence of circumstance than an inherent trait.
A Sense of Belonging[edit]
Nezumi live on the fringes of society, often in slums or hidden enclaves. They face constant discrimination and are frequently held responsible for the many crimes and misfortunes the civilians face. Despite this, a growing movement for Nezumi civil rights is gaining momentum and advocates argue for their acceptance and integration, highlighting their skills and potential contributions to society. Baldur’s Gate is becoming the focal point for this burgeoning civil rights movement, with tensions rising between Nezumi sympathizers and detractors. Though their creation is linked to Raxivort, Nezumi outright despise him for what they see is an unprovoked genocide. Many have turned to other deities or philosophies that emphasize survival, community, and cunning.
Nezumi adventurers are driven by a desire to find acceptance and purpose in a world that often rejects them, and more often than not aid their companions in helping them avoid danger. They place great value on the trust of their companions, and once it is earned they remain deathly loyal allies, so long as that trust isn’t broken.
Names[edit]
In most cases, Nezumi usually call themselves the first word in Squeak they are able to speak as a child. It is considered rare for a male to have a name with more than one syllable.
Male: Avvak, Draa, Grak, Isaak, Kvsaa, Raak, Val, Zev
Female: Asca, Cheggi, Isca, Gerna, Nvara, Shish, Yven
Traits[edit]
Ability Score Increase. Your Dexterity score increases by 1, and your Wisdom score increases by 1.
Age. Nezumi mature at a slightly faster rate than humans, reaching adulthood at around age 12. They can live up to 60 years, though harsh living conditions can shorten this lifespan.
Alignment. Nezumi lean toward neutral alignments, though there can be exceptions which can pull them toward either good or evil.
Size. Nezumi typically stand between 3 and 4 feet tall and weighing around 40 to 80 pounds, depending on your living arrangement. Your size is Small.
Speed. Your base walking speed is 30 feet.
Bite. Your sharp teeth are a natural weapon, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d4 + your Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.
Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 30 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.
Rodent Cunning. You have proficiency in any of the following two skills of your choice: Animal Handling, Perception, Stealth, Survival.
Scamper. If any hostile creatures can see or hear you within 60ft at the end of your turn in dim light or darkness, you can take a bonus action to use this feature to hide. On a successful contested Stealth check, you hide from the enemy so effectively you overrule their passive perception until the end of your next turn, becoming lost in the chaos of darkness, where only an afterimage of the light reflecting in your eyes remain. You can use this feature a number of times equal to your Wisdom modifier, all uses are replenished after a long rest.
Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.
Languages. You can speak, read, and write Common and Undercommon. Nezumi have their own dialect called Squeak, a series of squeaks and hisses, but it is rarely taught to outsiders. With Squeak, you are capable of communicating simple concepts to rodents like bats and rats, as well as giant bats and giant rats.
Subrace. Nezumi have two primary subraces: Urban Nezumi and Wild Nezumi. Choose one of these subraces.
Subraces[edit]
Urban Nezumi[edit]
Urban Nezumi have adapted to life in cities, often using their skills to navigate and survive in environments where they are not always welcome.
Ability Score Increase. Your Intelligence score increases by 1.
Streetwise. You have advantage on Wisdom (Insight) checks to determine the motives of urban creatures, such as merchants, guards and criminals.
Scavenger. You have proficiency in the Sleight of Hand skill and are able to find fresh food and water for yourself and for up to five people, provided you are within the confines of a city that has an active trade and people living there.
Wild Nezumi[edit]
Wild Nezumi are those who have stayed closer to their roots, living in the wilderness and relying on their natural instincts to survive.
Ability Score Increase. Your Constitution score increases by 1.
Keen Traversal. Difficult naturally-occurring terrain that is not affected by magic (e.g. overgrown roots on forest floors, slippery rocks in caves, or muddy bogs of swamps) can instead treated as normal terrain.
Forager. You have expertise in Survival and you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Random Height and Weight[edit]
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Height Modifier* |
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*Height = base height + height modifier |
Suggested Characteristics[edit]
When creating a <race name> character, you can use the following table of traits, ideals, bonds and flaws to help flesh out your character. Use these tables in addition to or in place of your background's characteristics.
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