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Vermling

The vermlings are a peculiar race, the first of their kind is an enigma; as the legend goes, a curiously intelligent rat-man called Skave managed to swindle a powerful deity into creating a small army of creatures in his image, then scuttled off and began settling, gaining power and knowledge until he himself grew to deity-hood.
All vermlings are born into service of their leader, but many of them wander astray from their homes, perhaps a battle turned sour, and they were captured or spared as one of the few last survivors; perhaps a scout got turned around in the mist and is looking for a way back home; perhaps they were sent out to do business with the other civilisations and races of the world, to spread the good word. Think about the reason for your absence from the vermling under-hives, and whether it is a secret or not.
  There are two sub-races of vermlings, though they are more a loose categorisation, given at birth depending on their characteristics.
Runner-rats are small, nimble and unassuming, though their might is not to be misjudged.
Plague-rats are the bigger, bulkier vermlings, though they are still dwarfed by any human.

 

Vermling (Runner-rat)

Ability Scores: Choose any +2; Dex +1
Size: Small
Speed: 30ft.
Age: Vermlings have a very short adolescence, they mature after 5 years, and typically live for around 60.
Alignment: Vermlings are born to obey the orders of their clan-leaders, they are typically lawful.
Size: Runner-rats are the slightest of the vermlings, standing a mere 3ft tall.
Lightfooted: You have proficiency in the Stealth skill.
Darkvision: 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 color in darkness, only shades of gray.
Driven to Purpose: You have advantage on saving throws against being charmed.
Squeeze: You suffer no penalty for squeezing into a space that is only large enough for a creature that is one size smaller than you.
Gnashers: Your teeth are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Additionally, you can use an action to chew through and break a small nonmagical object that isn’t being worn or carried, like a rope, a wooden rod or handle, or a length of fabric. If you chew on wood or a similar strength material for 1 minute, you can gnaw a 1ft deep hole large enough for a Tiny creature. You can’t chew through materials that are harder than your teeth, such as metal, stone, or crystal.
Scurry: You can move through the space of any creature that is of a size larger than yours.
Scamper: As a bonus action, you can scamper and move 15ft, without provoking opportunity attacks. You can't use this if your speed is 0, but can be used when prone. You can do this a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Rodent Reflexes: When you fail a Dexterity saving throw, you can use your reaction to roll a d4 and add it to the save, potentially turning the failure into a success. You can't use this reaction if your speed is 0.
Languages: You can speak, read and write one common language and another language of your choice.
 
 

Vermling (Plague-rat)

Ability Scores: Choose any +2; Con +1
Size: Small
Speed: 30ft.
Age: Vermlings have a very short adolescence, they mature after 5 years, and typically live for around 60.
Alignment: Vermlings are born to obey the orders of their clan-leaders, they are typically lawful.
Size: Plague-rats are among the larger of the vermlings, standing at 4ft tall.
Lightfooted: You have proficiency in the Stealth skill.
Darkvision: 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 color in darkness, only shades of gray.
Driven to Purpose: You have advantage on saving throws against being charmed.
Squeeze: You suffer no penalty for squeezing into a space that is only large enough for a creature that is one size smaller than you.
Gnashers: Your teeth are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Additionally, you can use an action to chew through and break a small nonmagical object that isn’t being worn or carried, like a rope, a wooden rod or handle, or a length of fabric. If you chew on wood or a similar strength material for 1 minute, you can gnaw a 1ft deep hole large enough for a Tiny creature. You can’t chew through materials that are harder than your teeth, such as metal, stone, or crystal.
Rot Blood: Your enhanced constitution gives you advantage on saving throws against being poisoned, and resistance to poison damage.
Vermintide: Harbouring the fury of vermling kind, you can use an action to move up to your movement speed and take the attack action, gaining advantage on all melee attacks made with it. You can use this ability once per long or short rest.
Additionally, whenever you score a critical hit with a weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
Languages: You can speak, read and write one common language and another language of your choice.
 

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