The Crown of the Stars - A Spelljammer 5e Tale
The Nezumi character is a race that focuses on several traits, holding these to be common ground among the vast majority of their race. Quick and silent, ratfolk exist as outsiders no matter where they are, but they let nothing get in their way.
Ability Score Increase. Your Dexterity score increases by 2.
Age. Nezumi usually live halfway through their third century, showing good vitality and longevity even at the end. Commonly, Nezumi reach adulthood at around age 25, with the fur on their bodies turning grey between ages 180 and 200.
Alignment. Nezumi are strongly inclined to following their own path, disregarding rules and traditions for the sake of freedom, which makes Nezumi strongly chaotic. Nezumi are diverse along good and evil. Good Nezumi are much more common than evil ones, but even then, the majority of Nezumi are morally neutral.
Size. Nezumi look thin and frail, standing about 5’3” and 5’6”, and weighing around 110–130 lbs. Your size is Medium.
Speed. Your base walking speed is 35 feet.
Darkvision. You are used to dark areas, and your eyes have adjusted to such. You can see in dim light within 60 feet of you as if it were bright light, and darkness as if it were dim light. You can’t discern color in darkness, only shades of grey.
Nimble Fingers. You have proficiency with the Sleight of Hand skill.
Nip Up. Standing up from prone only requires 5 feet of movement instead of half your speed. If you’re wearing heavy armor, the cost is 10 feet instead.
Quick Reaction. You gain a +2 bonus to initiative.
Thin Frame. You may squeeze through spaces as if you were a Small creature.
Languages. You can speak, read, and write Common and one other language of your choice.
Subrace. Nezumi are separated into two subraces, shadowfur and windfoot, which come with different benefits. Choose one of these subraces.
Shadowfur Nezumi are cynical like their windfoot counterparts, and just as introverted, but they have a knack for blending into society. They prefer to live on the fringes of the Emerald Dynasty’s cities. Many disdain authority, but simply attempt to keep away from law enforcement, believing they will be left alone if they leave others alone. The dark hair on their bodes gives them an advantage in dark environs.
Ability Score Increase. Your Charisma score increases by 1.
Shadow Blend. You can attempt to hide when in dim light.
Windfoot Nezumi fit well the rebellious nature of their race; they have no love for civilization and laws, preferring the freedom and unpredictability of the wild. Most windfoot Nezumi are cautious and untrusting of others who come near their territory, but they have keen eyes and quick feet, giving them a distinct advantage when they get the drop on their enemies.
Ability Score Increase. Your Wisdom score increases by 1.
Windfoot Lethality. You gain a +1 bonus to attack rolls when making an opportunity attack.