
Mogrelfolk Playable Race for 5E D&D
Hey Nerdarchists out there, Nerdarchist Ted here and it is time for yet another installment of customized races for D&D 5th edition. Today I wanted to bring you the Mongrelfolk. Nerdarchy received a request for us to talk about this and I never would have guessed how pumped it would make me want to play one.
In D and D mongrelfolk are a race of creatures you would never take for a race. Through generations of cross breeding you have outcasts that look nothing like anything else, even each other. Potentially possessing horns, tails, talons or anything else from wild creatures, Mogrelfolk are asymmetrical. They are hardy folk living in the wilds since most civilized people are unwilling to take in the freaks.
Dungeons and Dragons have not released them as monsters or as a playable race so I can deliver that to you. You can take any stat block out of the monster manual where it says any humanoid and apply the racial bonuses below and make a really cool encounter when your players ask, What is that thing?”
Mongrelfolk traits in 5th edition
Ability Score Increase. Your Constitution score increases by 2 and you may increase any other score by 1.
Age. Mongrelfolk age much like humans reaching adulthood in late teens and if not killed in the harsh wilds can live to old age around 60 years.
Alignment. Most Mongrelfolk are driven by survival, they tend towards lawful neutral. Player character Mongrelfolk may be of any alignment.
Size. Mongrelfolk stand between 4 and a half feet and 6 feet tall and average around 150 pounds. Your size is Medium.
Speed. Your base walking speed is 30.
Sound Imitation. You can mimic any voice or sound exactly as you have heard it. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.
Diverse Ancestry. Mogrelfolk have genetics from many races and therefore may choose any two features from the list below.
- darkvision 60′
- d4 unarmed attack with which you are proficient (visually this can be anything you want)
- Your speed increases by 5 feet
- Proficiency in Stealth skill
- Proficiency in Sleight of Hand
- You can breathe water as well as air
- You posses a breath weapon. one target within 30′ 2d6(fire, poison or thunder damage) You may use this ability again after you finish a short rest.
- double your carrying capacity
- climb speed equal to half you ground speed
- Blind sight with a range of 10 feet
Languages. You can read, and write Common, additionally mongrelfolk have developed there own language strung together using words from other languages and slang making it is very difficult to understand even if you know all the languages being spoken at the time.
Dungeons and Dragons
So there you are, my take on this. To get more story on these guys you will need to plumb the depths of earlier editions. I plan on doing another article on Mongrelfolk in our world Chimes of Discordia in the near future be on the look out for it. Let me know what you think in the comments below. Are they too weak too powerful? Regardless of our opinion you know the phrase, “Until next time – Stay Nerdy!!”
Ken
March 31, 2015 at 10:46 amI definitely enjoy this race concept. I’ve used Mongrelmen in many a game. They tend to be the backalley (under the street) kinda creature for my useages. I glad to see that you created a 5th Ed version for roleplay. I look forward to reading it and future races that you might expand upon for use as PC races.
Andrés Ruiz
April 8, 2015 at 1:59 amI'm not sure I like all the options, but I really like I have plenty to choose from. Hope I can try it!!!
Andrés Ruiz
April 8, 2015 at 2:03 amSomething else, I think they should have proficiency with Perform for the Sound Imitation trait, so they get better with more experience. DC 14 at higher levels doesn't make sense. While making a rogue and choosing expertise with perform to maximize the trait and the Assassin path is a lot what the race goes about.
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