While not the most reviled among Splicers, those who choose the Rat are a close second among their number, and are the more avoided among common people. Those who choose the Rat mutation are often those who were outcasts before, and choose work as assassins for various gangs and private citizens. Their offputting appearance and tendencies has lead to many attempting to debase them as Rodents. A name they often don't care for.
hit dice:
hit points at 1st level:
hit points at higher levels:
armor proficiencies:
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tools:
saving throws:
skills:
starting equipment:
spellcasting:
class features:
Shrunken Eyes
At 1st level, upon taking this mutation, your eyes shrink and move to sit wider on your face. Their color darkens and shifts, and the color and pupil become one. The color may be red, blue, or black. You gain Darkvision up to 60ft., or an additional 60ft., if you already have Darkvision.
Piercing Claws
At 1st level, upon taking this mutation, your fingers become long and thin, and grow extremely fine claws that protrude from beneath your fingernails. Your climbing speed becomes the same as your base speed, and you gain a claw attack which deals piercing damage equal to 2d4 + your Dexterity modifier on a successful hit.
Lashing Tail
At 6th level, you grow a long, thin tail that drags behind you on the ground. You gain advantage on all Dexterity skill checks.
At 14th level, this ability improves, and you may use this tail to carry and throw items that weight less than 2lbs.
Diminutive Form
At 10th level, you shrink by one size category and grow fur that replaces your hair. Your movement speed does not change.
At 14th level, this ability improves, and you may fit into places as though you are one size category smaller. Your fur becomes darker, and you gain advantage on all stealth checks.
Dire Rodent
At 14th level, your mouth elongates into a small snout. Your fur becomes coarser and darker, and your tail becomes thicker. Your saliva becomes toxic, allowing you to use a bonus action to poison any weapon that deals slashing or piercing damage. This poison deals 1d8 necrotic damage. A target hit with this poison must make a Constitution saving throw, the DC for which is 10 + your Constitution modifier. On a failed saving throw, the target takes an additional 1d6 necrotic damage per turn, until healed. If the poison is ingested, the target automatically fails this saving throw.
Additionally, the features granted by this mutation improve as described by each feature.
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