Mongrelfolk
Hybrid humanoids that are shunned for their appearance, Mogrelfolk are often enslaved even though they are humble creatures. They carry the blood of many other species and can often exhibit a variety of racial powers. Though their mongrel blood leads them to be disfigured.
Muddled and Patchwork Features
Mongrelfolk are humanoid in shape but wildly varied in appearance. Common traits for Mongrelfolk included a 5‒7 ft tall figure between 125‒230 lbs. Skin tones vary from pale to dark, and their hair ranges from smooth to rough, and from black to brown. Their eyes can seem black in the dark, and yet pale in the light and their ears are slightly wide and long, with broad noses and heavy jaws. All of these traits however were highly variable, and could just as easily be replaced with those of other races.
Mongrelfolk are known to contain pieces from many other species, including dwarves, elves, and humans, goblins, hobgoblins, and bugbears, as well as orcs and ogres. Even stranger possibilities included creatures like bullywugs, crabmen, lizardfolk, gnolls, minotaurs, and even satyrs. However, mongrelfolk could appear to be mildly unusual members of other races by hiding their more outlandish features.
Unwanted Yet Quietly Kind
Mongrelfolk are typically skittish, perfectly aware of their unwanted status in the wider world. Those who could would hide the nature of their existence, disguising themselves as other races. Despite their pitiful lot in life, Mongrelfolk are largely accepting of other races, treating all as equals and never discriminating on account of heritage, although a lack of acceptance from the world could end up pushing some to brutal acts of self-interest with a pitiless disregard for others. To better bond with their distant kin, they would often take up their cousins' hobbies, such as archery for elves, and stonework for dwarves.
The core principle among the Mongrelfolk is survival, and they would gladly suffer through humiliation and abasement to continue living. Patience was a virtue amongst Mongrelfolk and even when being abused they would wait to be released via outside forces. Mongrelfolk have a strong sense of community as a result of their outcast status and would defend their territories fiercely.
Ugly Only on the Outside
Mongrelmen have a deep appreciation for beauty, most likely a consequence of their lack of it. Unlike hags, they do not view their own hideousness as beautiful, and are perfectly aware of their gross appearance, taking even mild physical compliments as remarkably kind. Any vaguely aesthetically pleasing feature was greatly admired by Mongrelmen. Their clothing often consisted of simple and filthy robes that assisted in camouflage and could be easily used to cover themselves. Mongrelmen hold many artistic traditions, with music being an important one. Their songs were a combination of noises from a variety of different animals, as well as grunts and howls.
Hybrid humanoids that are shunned for their appearance, Mogrelfolk are often enslaved even though they are humble creatures. They carry the blood of many other species and can often exhibit a variety of racial powers. Though their mongrel blood leads them to be disfigured.
Muddled and Patchwork Features
Mongrelfolk are humanoid in shape but wildly varied in appearance. Common traits for Mongrelfolk included a 5‒7 ft tall figure between 125‒230 lbs. Skin tones vary from pale to dark, and their hair ranges from smooth to rough, and from black to brown. Their eyes can seem black in the dark, and yet pale in the light and their ears are slightly wide and long, with broad noses and heavy jaws. All of these traits however were highly variable, and could just as easily be replaced with those of other races.
Mongrelfolk are known to contain pieces from many other species, including dwarves, elves, and humans, goblins, hobgoblins, and bugbears, as well as orcs and ogres. Even stranger possibilities included creatures like bullywugs, crabmen, lizardfolk, gnolls, minotaurs, and even satyrs. However, mongrelfolk could appear to be mildly unusual members of other races by hiding their more outlandish features.
Unwanted Yet Quietly Kind
Mongrelfolk are typically skittish, perfectly aware of their unwanted status in the wider world. Those who could would hide the nature of their existence, disguising themselves as other races. Despite their pitiful lot in life, Mongrelfolk are largely accepting of other races, treating all as equals and never discriminating on account of heritage, although a lack of acceptance from the world could end up pushing some to brutal acts of self-interest with a pitiless disregard for others. To better bond with their distant kin, they would often take up their cousins' hobbies, such as archery for elves, and stonework for dwarves.
The core principle among the Mongrelfolk is survival, and they would gladly suffer through humiliation and abasement to continue living. Patience was a virtue amongst Mongrelfolk and even when being abused they would wait to be released via outside forces. Mongrelfolk have a strong sense of community as a result of their outcast status and would defend their territories fiercely.
Ugly Only on the Outside
Mongrelmen have a deep appreciation for beauty, most likely a consequence of their lack of it. Unlike hags, they do not view their own hideousness as beautiful, and are perfectly aware of their gross appearance, taking even mild physical compliments as remarkably kind. Any vaguely aesthetically pleasing feature was greatly admired by Mongrelmen. Their clothing often consisted of simple and filthy robes that assisted in camouflage and could be easily used to cover themselves. Mongrelmen hold many artistic traditions, with music being an important one. Their songs were a combination of noises from a variety of different animals, as well as grunts and howls.
Traits
Mimicry
You can accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations only with a successful Insight check against a DC 8 + your Proficiency Bonus + your CHA modifier (Minimum 1).
Mongrel Blood
You have had countless races mixed in with your blood throughout time. Roll 2D20 (On two of the same number you choose any race) to determine the race and effect their blood has on you, you can attune to any race specific items that you have a blood connection with. Your appearance is a compilation of the races you roll and a basic Mongrelfolk.
Disfigurement
The countless mixed bloods within you leads to a disfigurement. Roll 1D12 to determine the disfigurement. A disfigurement can be cursed with the spell Heal, or a similar spell.
Mongrel Blood
| 1D20 | Race | Feature |
|---|---|---|
| 1 | Bugbear | Savage Attacks: Your melee attacks deal an additional damage die of the weapon’s type. |
| 2 | Bullywug | Carrying Voice: Your loud croaks allow spells you cast with the Verbal (V) component to have twice the range. |
| 3 | Crabmen | Pincers: You can use your pincers as unarmed strikes to deal 1D6 Slashing damage and on a hit the target is Grappled. You cannot use your pincers to attack while Grappling a creature this way. |
| 4 | Dwarf | Dwarven Resilience: You have advantage on saving throws against being Poisoned. |
| 5 | Elf | Trance: You do not sleep. Instead you meditate deeply, remaining semi-conscious, for 4 hours a day. The common word for this meditation is "trance”. While meditating, you dream after a fashion. After resting in this way, you gain the same benefit a human would from 8 hours of sleep. |
| 6 | Fairy | Fey Resistance: You are Resistant to the Charmed and Frightened conditions. |
| 7 | Gnoll | Pack Tactics: You have advantage on attacks as long as you have an ally within 5 ft of you. |
| 8 | Gnome | Gnome Cunning: You have advantage on all INT, WIS, and CHA saves against magic. |
| 9 | Goblin | Nimble Escape: You can take the Disengage or Hide action as a bonus action on each of your turns. |
| 10 | Hadozee | Glide: When you fall at least 10 ft above the ground, you can use your reaction to extend your skin membranes to glide horizontally a number of feet equal to your walking speed, and you take 0 damage from the fall. You determine the direction of the glide. |
| 11 | Halfling | Nimble: You can move through the space of any creature that is of a size larger than yours. |
| 12 | Hobgoblin | Fortune from the Many: If you miss with an attack roll or fail an ability check or a saving throw, you can draw on your bonds of reciprocity to gain a bonus to the roll equal to the number of allies you can see within 30 ft of you (Maximum bonus of 3). You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest. |
| 13 | Human | Variable: You gain +1 to any ability score to a maximum of 20 and gain one Feat. |
| 14 | Lizardfolk | Natural Armor: You have tough, scaly skin. When you aren’t wearing armor, your base AC is 13 + your DEX modifier (Minimum 1). A shield’s benefits apply as normal while you use your natural armor. |
| 15 | Minotaur | Horns: You have horns that you can use to make unarmed strikes. When you hit with them, the strike deals 1D6 Piercing damage. |
| 16 | Ogre | Legendary Stupidity: Once per long rest if you are Charmed or Frightened you can use a bonus action to end the condition. Creatures have advantage on Persuasion and Deception checks on you. |
| 17 | Orc | Relentless Endurance: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use this trait, you can’t do so again until you finish a long rest. |
| 18 | Satyr | Mirthful Leaps: Whenever you make a long jump or a high jump, you can roll a D8 and add the number rolled to the number of feet you cover times two, even when making a standing jump. This extra distance costs movement as normal. |
| 19 | Sprite | Invisibility: You can use an action to become Invisible once per long rest until you attack, cast a spell, or are attacked. |
| 20 | Tiefling | Hellish Resistance: You have resistance to Fire, Poison, or Necrotic damage. |
Disfigurement
| 1D12 | Disfigurement | Effect |
|---|---|---|
| 1 | Mismatched Legs | Your legs are different sizes, you have -5 ft movement speed. |
| 2 | Amphibian Skin | Your skin dries out if you do not apply water to it every hour. For every 10 minutes after missing to hydrate you take 1D6 Acid damage. |
| 3 | Vestigial Limb | You have a small and useless arm growing on your side, you cannot wear Medium or Heavy Armor unless it is removed, reducing your maximum hit points by 1D4. |
| 4 | Weak Claw | One of your hands is a weak claw that cannot hold items. |
| 5 | Vestigial Wings | You have small and weak wings on your back that are useless. You cannot wear Medium or Heavy Armor unless you have them removed, reducing your maximum hit points by 2D4. |
| 6 | Mismatched Arms | Your arms are different sizes. Your non-dominant hand has a -1 penalty to attacks and Sleight of Hand checks. |
| 7 | Additional Limb | Roll 1D4, on an even result you have an additional leg, on an odd result you have an additional arm. If you have an additional leg you have -10 ft movement speed. If you have an extra arm, the arm can be used to hold objects less than 10 lbs and cannot wield a weapon or shield. |
| 8 | Bleached Skin | You have sensitive skin, you take 1D4 Radiant damage for every 10 minutes you are exposed to Sunlight. |
| 9 | Sealed Eye | One of your eyes is sealed shut, you have a -2 penalty to Perception and Investigation checks. |
| 10 | Jutting Fangs | Two large fangs just from your head that impede your ability to speak, you have disadvantage on Persuasion checks and advantage on Intimidation checks. |
| 11 | Lolling Tongue | A long tongue lolls from the side of your mouth and cannot be pulled back in. You have disadvantage on all CHA based checks. |
| 12 | Permanent Hunch | Your back and shoulders are malformed giving you a permanent hunch. You cannot wear Heavy Armor. |