Homebrew Mongrelfolk Species Details
Mongrelfolk are humanoids that have undergone, or whose ancestors underwent, horrific magical transformations, to the extent that they retain only a fraction of their original being. Their humanoid bodies incorporate the features of various beasts. For example, one mongrelfolk might have the basic body shape of a dwarf with a head that combines the features of a cat and a lizard, one arm that ends in a crab's pincer, and one leg that ends in a cloven hoof. Another might have the skin and horns of a cow, the eyes of a spider, frog's legs, and a scaly lizard's tail. Each mongrelfolk's mad combination of humanoid and animal forms results in its having a slow, awkward gait.
Mongrelfolk Traits
Your mongrelfolk has abilities indicative of their animal body parts.Ability Score Increase.
Your Constitution score increases by 2, your Strength score increases by 1, and your Charisma score is reduced by 2.
Age.
Mongrelfolk have a similar lifespan to humans, though their quality of life is rarely better than retched.
Alignment.
As a humanoid living in the fringes of society, mongrelfolk tend to act out of self interest and survival. They tend towards no particular alignment.
Size.
Mongrelfolk tend to be on the small side, though they are similar in size to humans. Your size is Medium.
Speed.
Your base walking speed is 25 feet.
Extraordinary Feature.
You have one of the following extraordinary features, determined randomly by rolling a d20 or chosen when you make a mongrelfolk character. You can choose a second extraordinary feature upon reaching 5th level:
1-3: Amphibious. You can breathe air and water.
4-6: Chameleon Skin. You have advantage on Dexterity (Stealth) made to hide.
7-9: Darkvision. You have darkvision out to a range of 60 feet.
10: Flight. You have leathery wings and a flying speed of 40 feet.
11-12: Flippers. You have two or more flippers and a swimming speed of 30 feet.
13-14: Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
15: Natural Armor. You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
16-17: Spider Climb. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
18-19: Standing Leap. Your long jump is up to 20 feet and your high jump is up to 10 feet, with or without a running start.
20: Two-Headed. You have advantage on saving throws against being blinded, charmed, deafened, or frightened.
Mimicry.
You can mimic any sounds you have heard, including voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check contested against your DC. Your DC equals 8 + your Constitution modifier + your proficiency bonus.
Languages.
You can speak, read, and write Common.
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