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Thread: Mongrelfolk

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    Default Mongrelfolk

    Mongrelfolk

    Wherever people intermingle, there you'll find them. Half-breeds at best, Mongrelfolk are from the most diverse bloods imaginable. Some bear a striking resemblance to their primary progenitor, but with a few features marking them as of mixed parentage. Others are so diffused that you'd be hard-pressed to sort out what family they have. Regardless, you'll find them popping up in all but the most striated societies.

    Mongrelfolk Names
    Mongrelfolk typically simply take names common to their community. Since it's rare for a Mongrelfolk to have full knowledge of their ancestry, using racial names is a fruitless endeavor.




    Mongrelfolk Traits

    Despite their diversity, Mongrelfolk share a number of common traits.

    Ability Score Increase-Your Constitution increases by 2. Mongrelfolk's mixed blood provides a sturdy backing.

    Age-Mongrelfolk live a variable period of time, but generally longer than humans, but shorter than dwarves or elves.

    Alignment-On the whole, Mongrelfolk lean slightly towards chaotic. But, they are truly a mixed bunch.

    Size-Regardless of your exact height, you are Medium. Mongrelfolk range from even slightly shorter than dwarves, to sometimes peaking seven feet tall, if they have enough giant blood.

    Speed-Your base walking speed is 30'.

    Languages-You speak Common and one other language of your choice.

    Diffuse Blood-Due to your massively mixed heritage, you can count as any number of races simultaneously. Any effect that specifically targets a race, you are vulnerable to, but have advantage on the saving throw. In addition, you are able to use magic items as if you were a member of any race.

    Tough Blood-You gain one extra hit point per level.

    Sound Imitation-You may near-perfectly imitate any sound you can remember. To tell it apart from the real thing, a listener must succeed on an Insight check, contested by your Deception. (Of course, if they see you chirping like a bird, chances are they're gonna realize it's you, no check needed.)

    Darkvision-Out to 60', in black and white.

    Some Kind Of Fey Ancestry-You are immune to magical sleep effects, due to a little bit of elf in you.

    Subraces-Mongrelfolk have many subraces, a few of which are presented here. Some are based on what bloodline is prominent, others on what sort of environment you grew up in and how it shaped you.

    Spoiler: Giant-Blooded
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    You're big. REAL big. Like, we're talking seven foot plus big. No one's sure how you got so much giant blood in you, but ye gods does it show.

    Ability Score Increase-Your Strength increases by two.

    Powerful Build-You may count as one size category larger when determining what you can lift, carry, drag, etc.

    Might Makes Right-You may, once per long rest, cast Enlarge on yourself.


    Spoiler: Stout-Blooded
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    You are rock-solid. Nothing can move you once you set your mind to it.

    Ability Score Increase-Your Wisdom increases by one.

    Bastion-You have advantage on saves against forced movement.

    Resilience-You have advantage on saves against poison and resistance to poison damage.


    Spoiler: Nimble-Blooded
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    You're not sure what's in you, but boy is it speedy. You tend to have long fingers and a lanky frame.

    Ability Score Increase-Your Dexterity increases by one.

    Nimble Fingers-You gain proficiency in Sleight of Hand.

    Natural Thief-You have advantage on picking locks.


    Spoiler: Reclusive
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    You didn't much like people, and they didn't like you. You took shelter from them in your own mind, and focused on your own power, latent in your blood.

    Ability Score Increase-Your Intelligence increases by one.

    Naturally Magical-You learn a single Wizard Cantrip of your choice at level 1. You also gain one first level Wizard spell at this time. At third level, you gain a second level spell, and at fifth, a second second level spell. Intelligence is your casting stat for these. Each spell may be cast once per long rest, excepting the Cantrip.

    Magic Blood-You can expend your own energies and blood to empower your spells. You may expend a number of hit dice relative to the spell level to empower it with various effects, with a minimum of one hit die spent. (Cantrips count as level 1/2 for this.)
    -Damage-1 hit die per spell level-add your casting stat to the damage roll.
    -Empowerment-1.5 hit dice per spell level, rounding up-gain advantage on damage rolls (roll the total damage dice twice, and take the better result)
    -Raw Force-2 hit dice per spell level-convert any damage to untyped damage, which bypasses all resistances and immunity
    -Power-3 hit dice per spell level-any target has disadvantage on their first save against the spell


    Spoiler: Friendly
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    You were a jovial sort. There might be people who hate you for being impure, but you never let it get to you.

    Ability Score Improvement-Your Charisma increases by 1.

    Gregarious-You gain proficiency in Persuasion.

    (Un)Natural Linguist-You are under a constant Tongues effect. This is magical in nature-some quirk of your ancestry allows for it. In addition, you know three additional languages for when you happen to be conducting diplomacy in an Anti-Magic field.
    Last edited by JNAProductions; 2019-05-10 at 10:10 PM.
    I have a LOT of Homebrew!

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    Default Re: Mongrelfolk

    Might be using this in a game soon, so poking it alive for feedback.
    I have a LOT of Homebrew!

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    Default Re: Mongrelfolk

    Is Giant-Blooded supposed to give you +2 Str, +2 Con?
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    Default Re: Mongrelfolk

    Quote Originally Posted by Amechra View Post
    Is Giant-Blooded supposed to give you +2 Str, +2 Con?
    Yes-think that’s too much?
    I have a LOT of Homebrew!

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    Default Re: Mongrelfolk

    Do Mongrelfolk qualify for Bladesinger and the like?

    Reclusive seems really good for builds with at least 2 levels of Warlock that want to spam Eldritch Blast, as a basically-free Empower Spell on your cantrips is preeeeeeeetty good when they're your usual form of attack. Being able to roll twice to see if that Suggestion or Charm Person spell lands is a nice bonus.

    Does Diffused Blood give you Advantage on saving throws against Hold Person? Does it let you qualify as being of a certain type or subtype of creature (not just a certain race of creature)?
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    Default Re: Mongrelfolk

    Basically free? It costs hit dice, and you need those to heal.

    It does not give advantage against Hold Person-that targets creature type, not race.
    And other than a few magic items, i can’t think of much that diffuse blood would actually apply to. Can you bring up specific examples?

    The blade singer bit, I don’t own SCAG, so no idea.
    I have a LOT of Homebrew!

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