Ratfolk (also called “wererats”) dwell in the forgotten underbelly of great cities. Stealthy, wary, and exceptionally resilient, they live in tight clan networks beneath the streets and have adapted to darkness, disease, and the refuse of urban life.
- Size: Medium (4–5 ft tall)
- Speed: 30 ft (walking), Climb 20 ft
- Darkvision: 60 ft
- Languages: Common, Undercommon
- Natural AC: 13 + Dexterity modifier (when not wearing armor)
- Ability Score Increases: +2 Dexterity, +1 Constitution (plus subrace bonus)
- +2 Dexterity
- +1 Constitution
Ratfolk mature at roughly the same rate as humans but often live somewhat longer—commonly up to around 120 years.
Most Ratfolk lean toward chaotic alignments, valuing personal freedom and survival; individuals can be of any alignment.
Ratfolk are slightly shorter and leaner than many humans, roughly 4–5 feet tall. Size: Medium.
- Base walking speed: 30 ft
- Climbing speed: 20 ft
Accustomed to dim tunnels and night, 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 color in darkness, only shades of gray.
You have advantage on Wisdom (Perception) checks that rely on smell.
As a bonus action, you can transform into a rat. While in rat form, you gain the following benefits:
- Size: Tiny
- Walking speed: 20 ft
- Advantage on Dexterity (Stealth) checks.
- You cannot cast spells, speak, or take any action that requires hands or speech.
- Your equipment merges into your new form; you can’t use, wield, or benefit from it.
- You can revert to your normal form as a bonus action. If you fall unconscious, drop to 0 hit points, or die, you revert to your normal form.
Note: The base trait description does not include an explicit usage limit. Dungeon Masters may impose a limit (for example: once per short rest, or X minutes per day) for balance.
You are proficient in the Stealth and Survival skills.
When you aren’t wearing armor, your AC is 13 + your Dexterity modifier.
You can speak, read, and write Common and Undercommon.
Choose a subrace when you create your character.
- Ability Score Increase: Wisdom +1
- Urban Camouflage: You can attempt to hide even when you are only lightly obscured by phenomena common in urban settings—such as fog, heavy rain, falling snow, or smoke. (DM adjudicates applicability.)
- Skirmisher: When you hit a creature with a melee attack, you can use a bonus action to take the Disengage action.
Playstyle note: Sewer Stalkers excel as scouts, rogues, and urban-oriented characters.
- Ability Score Increase: Intelligence +1
- Toxic Resistance: You have resistance to poison damage and advantage on saving throws against the poisoned condition.
- Infectious Bite: As an action, you can make an unarmed strike with your bite. On a hit, it deals 1d6 + your Strength modifier piercing damage. The target must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or be poisoned until the end of your next turn. Once you use this trait, you can’t use it again until you finish a short or long rest.
Playstyle note: Plague Bringer suits characters themed around toxins, alchemy, or biological warfare; the short/long rest recharge prevents overuse.
- Rat Shape (no limit) can enable endless stealth and escape options—DMs should consider adding a usage limit (e.g., once per short rest or limited minutes per long rest).
- Natural Armor is comparable to light armor; classes that expect armor proficiency might gain or lose relative benefit.
- Plague Bringer: poison resistance + a bite that causes the poisoned condition is strong in narrative terms; the rest-based recharge keeps it balanced.
Personality Traits
- Resourceful: You can make do with scraps and turn trash into tools.
- Suspicious: You’re slow to trust outsiders and prefer to test intentions.
- Loyal: You place clan safety above personal gain.
Customs & Rituals
- Nightly Gatherings: Clans meet at night to share food, stories, and intelligence about the surface city.
- Initiation Rite: Young Ratfolk must complete a dangerous task in the sewers to be accepted as full clan members.
- Clan Mark: Every clan bears a unique mark or tattoo, typically hidden unless needed.
Typical Backgrounds: Urchin, Urban Bounty Hunter, Sewer Scout.
- Race: Ratfolk (subrace: ________)
- Ability Score Increases: +2 Dex, +1 Con (+1 subrace)
- Size: Medium
- Speed: 30 ft (Climb 20 ft)
- Skill Proficiencies: Stealth, Survival
- Special Traits: Darkvision 60 ft; Rat Shape (bonus action); Natural Armor (AC 13 + Dex)
- Languages: Common, Undercommon