Homebrew Mixling Species Details
Creator gods
Unknown/Disputed
Natural Habitat: +1 to any 3 environments.
“Mixling” is the catch-all term for souls who have close lineage (fewer than a few generations back) from any number of races over 2.
They experience a wide variety of strange genetic quirks, meaning that their parentage doesn’t always directly determine their traits. All of the strange theological questions and mixed attitudes that Split Souls get from society, Mixlings have cranked up to eleven.
Though hateful individuals occasionally try to degrade Mixlings with racist slurs, Mixlings’ places in society are as unique as each individual Mixling themself.
Mixling Traits
Life as a Mixling means living with a slew of quirks and random traits that the hand of genetic fate has dealt.Appearance
You may pick and choose cosmetic features from all of the 7 races as you wish.
Creature Type
You are a humanoid.
Size
Roll [roll]1d20[/roll] and refer to the following table:
1-5: You are 2-3 feet tall. Your size is small.
6-18: You are 4-7 feet tall. Your size is medium.
19-20: You are 8-12 feet tall. Your size is large.
Lifespan
Roll [roll]1d100+10[/roll], then multiply that number by 2. This is your lifespan.
Speed
Roll [roll]1d20+20[/roll], then round that number to the nearest multiple of 5. This is your walking speed.
Languages
You know common. In addition, roll [roll]1d6[/roll], then refer to the table below:
(racial languages refer to languages common to the 6 non-human races of the First Realm - orcish, dwarvish elven, changeling, halfling, & goblin.)
1: You know no additional languages
2-3: you know 1 additional racial language
4-5: You know 2 additional racial languages
6: You know 3 additional racial languages
Ability Score Increase
For each of your ability scores, roll [roll]1d4[/roll], then refer to the table below:
1: No increase
2-3: The ability score increases by 1
4: The ability score increases by 2
Genetic Mutations
Roll [roll]1d10[/roll] 5 times. Each time, refer to the table below:
1: Roll once on the genetic disability table below. If you roll a disability you already had, the effects do not stack and nothing changes.
2: Roll once on the genetic quirk table below. If you roll a duplicate quirk, the effects manifest in an extreme way as determined by your DM
3: You gain no special trait.
4: You may choose any Orc special trait
5: You may choose any Elf special trait
6: You may choose any Dwarf special trait
7: You may choose any Goblin special trait
8: You may choose any Halfling special trait
9: You may choose any Changeling special trait
10: You may choose any special trait from any of the 7 races
Genetic Quirk Table
Roll [roll]1d6[/roll]:
1: Even the most spicy of foods barely affects you.
2: You have hair that grows an inch a day.
3: You have scales rather than skin
4: Your lineage is represented in colorful splotches of skin
5: You have a short tail
6: You have nonfunctional wings
Genetic Disability Table
Roll [roll]1d6[/roll]:
1: You are partially paralyzed. You have disadvantage on dexterity checks and saving throws.
2: Choose either insect bites or mold spores. You are extremely allergic to all forms of your choice - upon exposure to any form of your allergen, you are considered poisoned until you take a short or a long rest.
3: Your growth was severely stunted. You are a size smaller than you would otherwise be, and your strength score decreases by 4.
4: You are epileptic. At each dawn (or after each 24 hour period), make a DC 3 Constitution saving throw. After a failure, roll a DC 15 constitution saving throw after each hour. On a failure, you seize: you fall prone and are paralyzed for 1 minute. Continue making these saving throws until you either seize or take a long rest.
Upon failing the DC 3 saving throw, you become aware that you are at risk via an “aura” - strange feelings, aural or visual effects, etc.
5: You are deaf. Mechanically, you permanently suffer from the deafened condition.
6: You are blind. Mechanically, you permanently suffer from the blinded condition.
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