Homebrew Mongrelfolk 5 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 5 Traits
Mongrelfolk are weird.Ability Score Increase
Your Constitution score increases by 2, and one additional ability increases by 1.
Age
Mongrelfolk tend to have similar lifespan to humans, however because they often live harsh lives as outcasts or under the rule of other more aggressive races, few Mongrelfolk reach ages above 40.
Alignment
Mongrelfolk can be of any alignment but tend toward neutrality.
Size
The bodies of Mongrelfolk can vary greatly and can be between four and six feet tall. Your size is Medium.
Speed
Your base walking speed is 25 feet.
Maw or Claw
Parts of your beastial body are natural weapons, which you can use to make unarmed strikes. Choice either bite or claws. If you hit with the unarmed strike, you deal piercing damage (bite) or slashing damage (claws) equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Mimicry
You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.
Extraordinary Feature
Your varied form grants you certain extraordinary features. You have 3 points worth of features. Choose from the list below.
- Amphibious (1 point). You can breathe air and water.
- Camouflage Expert (1 point). Mongrelfolk are fond of camouflage, attaching leaves and twigs to their cloaks, making brown paint to cover their skin, and weaving grass nets under which they can hide. They use such camouflage while hunting in the wild or while standing guard outside their lairs. You are proficient with the Stealth skill. You can also spend 1 minute to create a convincing camouflage that mimics terrain. Until seen, while camouflaged you have advantage on Stealth checks made to hide.
- Darkvision (1 point). You can see in dim light within 60 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.
- Flight (2 points). You have a fly speed of 25 feet.
- Keen Hearing and Smell (1 point). You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
- Natural Armor (2 points). 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.
- Spider Climb (2 points). You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
- Standing Leap (1 point). Your long jump is up to 20 feet and your high jump is up to 10 feet, with or without a running start.
- Two-Headed (2 points). You have advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
Extraordinary Feature 2
Your varied form grants you certain extraordinary features. You have 3 points worth of features. Choose from the list below.
Languages
Languages. You can speak, read, and write Common and one language of your choice
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