1642595-Race Mythling - The Homebrewery - 2

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Pondling

Mythling Slowly, Alto and the captain raised their


The night bore a dreary drapery over the company of heads and into the tall warping trees that stuck its
soldiers from Udabrahn. Most spent their time carrying roots deep within the swampy mud. Atop one of its
their unmoving, injured comrades. Some were poisoned branches laid a strange reptile with a wide smile and a
from the vile creatures of the swamp, and others had deep wagging tail. It wore a mage's cap and robes and there
and grievous wounds. Vice-Captain Alto gave a stern glance was an innocent gleam in its eyes. At first, the captain
over their people. "We've taken too many losses, we must and Alto felt that this may have been a ruse. Another deadly
turn back to the safety of our walls." force of the swamp meant to have them drop their guard,
The captain shook his head slowly with a grimace. yet unaware or uncaring of the group's wariness, the
"We're a good 3 days from our safe walls and physicians, creature continued. "If it's some room you need for the
and we're at least 2 days out trying to leave this dreadful night, we got just the place in our village here. Don'tcha
swamp." He scribbled a piece of information on his map worry, we have our meals at midnight, so we should getcha
before gazing upwards at the rising full moon. "We'll need some grub pretty early. Darn shame that there are so many
to find some shelter." hungry folks in these ere swamps. Well, come along now,
Though Alto trusted Captain Robert, he had had enough. follow me."
"Our rations are subsiding, a quarter of our squadron Without waiting for a reply, the reptilian humanoid that
casualties of these tireless skirmishes with the natives and was stout and very short seemed to hop from branch to
double that have sustained injuries. I doubt we could hold branch, onto tree and other trees. With a second of a
the camp the entire night. Especially on a full moon." glance, the captain sighed and signaled the group to follow.
The captain paused in shock as he hadn't quite expected Their survival was now in the hands of this mini reptile
this stern remark from his trusted number 2, but then he samaritan.
gave a resolute expression. A captain shouldn't lose the
trust of his followers. "It is our only option. Our squadron -- Ghostkatsu
can hardly trudge through these swamplands without rest. Tales of the Reshaping Misadventures.
We need to find safety, and since we can't escape this
dreadful place to set up camp, we'll need to find safety Bright Lives, Dreary Lands
here. Where we are."
"Oh! Are you kindly folks looking for a roof for the Although most mythlings set up their homes and
night?" A bright and cheerful voice beckoned from settlements in dreadful swamps, deadly jungles and barren
somewhere. Startled, the two captains and the nearby mountains, almost all mythlings maintain a bright and
guard scanned the area, having known of the dangers of cheerful attitude. In some manner, they retain a courteous
these treacherous swamps themselves. greeting to all creatures and feel as a society that everyone
could use with some cheer now and then. This has been
Mythling Race
2
Swampling

Sandling

the guiding focus of many of their historical records. In


other race's historical records, they mention a mysterious
helper with scales and having an adorable shape. Often the
supporter in other's stories, mythlings live hidden away in Nicknames. Many Mythlings have long names that can
most myths and legends. sound very formal, those who possess names such as these
will often take on a nickname. For example, Mudwell may
Secret Coves and Warm Homes go by MudMud, or Marbelina may go by Marbles.
Mythlings are often seldom seen. Their name comes not
from them, but from historians who found these historical Mythling Traits
innacuracies. They even gave the Mythling Conspiracy a Your mythling character has certain characteristics in
couple records of notations, all circumstantial though. common with all other mythlings.
However, this seldom being seen is only partly due to the Ability Score Increase. Your Charisma score increases
barren terrains they call their home. Within these terrains, by 2.
Mythlings craft for themselves secret coves marked within Age. Mythlings mature at the same rate humans do, and
the moss, sand and rocks of their terrain. Within those most are expected to settle down into an adult life by
coves are quaint and surprisingly large communities of around age 30. They can live 250 to almost 400 years old.
mythlings. They pride themselves in their crafting of these Alignment. Mythlings are most often good. Those who
coves, and yet find themselves making some of the most tend toward law are sages, researchers, herbalists,
comfortable homes to date. It was once said by a famous scholars, and investigators. Those who tend toward chaos
explorer, that it is a treat for the eyes to behold a mythling's are minstrels, tricksters, wanders, or fanciful alchemists.
lair. Mythlings are good-hearted, and even the tricksters among
them are more playful than viscious.
Aprreciator of Rocks Size. Mythlings are between 2 and 4 feet tall and average
Mythlings are strongly attracted to rocks, both unique and about 40 pounds. Your size is Small.
common. It is said that they were taught the thousands Speed. Your base walking speed is 25 feet.
upon thousands of legends that originate within the rocks Amphibious. You can breathe air and water.
they find, and often with any rock, a mythling can spin a tale Natural Regeneration. Whenever you consume hit dice
that they'd heard themselves to match it. As one of the during a short rest, you may reroll any of those hit dice
strongest appreciation for rocks amongst cultures, you can once. In addition, after a limb or an organ has been
usually find a great absence of rocks miles around their removed from your body, you will naturally restore it over
secret cove. Absent for most rocks are precious and time. You'll have a weakened version of that limb grow in
intended to be kept by these mythlings. 1d4 days and 1d10 days afterward that weak limb will
make a full recovery. While your limb or organ is weakened,
Mythling Names you will have disadvantage on ability checks that may
utilize it.
Male Names. Squishward, Kip, Wooper, Spotholomule, Stonecunning. Whenever you make an Intelligence
Mudwell, Slimothy, Bifford, Finnley (History) check related to the origin of stonework, stones
Female Names. Squashatha, Kippabelle, Bubbles, and jewelry, you are considered proficient in the History
Hottie, Lizabeth, Sheeny, Marbelina, Poppy skill and add double your proficiency bonus to the check,
Unisex Names. Bloopen, Mossy, Squirt, Happi, Stiggy, instead of your normal proficiency bonus.
Venven, Emberlin, Pebbles Toxic Resistance. You have resistance to poison damage
and have advantage on saving throws against being
poisoned.
Designed by Ghostkatsu / Fizzyghost
3
Languages. You can speak, read and write Common and
Mythlish. Mythlish is full of soft consonants and quiet
hisses, and those characteristics spill over into whatever
other language a mythling may speak.
Subraces. Three main subraces of mythlings populate
the worlds of D&D: pondlings, sandlings and swamplings.
Choose one of these subraces.
Pondling
As a pondling, you call the very ponds, lakes and seas your
home. With special feeler fins around your head, and thin
wide tail grown for wading waters, you're most adept in the
water. Out of your sibling mythlings, you are the most adept
at handling shifting environments and more extreme
weathers.
Ability Score Increase. Your Constitution score
increases by 1.
Speed. You also have a swimming speed of 25 feet.
Bioluminesence. Your body naturally glows at will. As a
bonus action, your body can shed bright light 5 feet and
dim light 15 feet further. This effect lasts until you end it as
a bonus action, or you become incapacitated.
Resider of the Depths. Adapted to some of the more
extreme ocean depths, you ignore any of the drawbacks
caused by a deep, underwater environment.
Underwater Camoflage. Whenever you take a hide
action while completely submerged in water, you have
advantage on that Dexterity (Stealth) check.
Sandling
As a sandling, you call the very mountains and barren
deserts your home. Adapted to a lifestyle requiring great
strength and perseverance, your body is more stout with a
tougher skin than others of
Ability Score Increase. Your Strength score increases
by 2.
Tough Skin. Whenever you take non-magical
bludgeoning, piercing or slashing damage, you may expend
your reaction to gain resistance to that specific damage
until the start of your next turn. You may use this trait only
once, and regain the ability to use it again when you finish
a short rest.
Barren Camoflauge. Whenever you take a hide action
while being in a barren mountain or desert terrain, you
have advantage on that Dexterity (Stealth) check.
Swampling
As a swampling, you call the poisonous jungles and deadly
bogs your home. Adapted to its deadly and mischievous
nature, you have grown accustomed to most of the toxins
and pit traps that might be thrown at you. Out of all the
mythlings, it is the swamplings that have honed their
wisdom for their survival the most.
Ability Score Increase. Your Wisdom score increases
by 1.
Toxic Secretion. You are immune to the poisoned
condition. In addition, whenever you would hit a creature
with an unarmed strike, you may add 1d6 poison damage
to your damage roll for that strike.
Jungle Camoflage. Whenever you take a hide action
while being in a swamp or dense forest like terrain, you
have advantage on that Dexterity (Stealth) check.

Mythling art made by: @josh_c.snow


Project Commissioner: @comics_and_stuff1
Designer, Writer, Formatter: ghostkatsu's fiverr
Mythling Race
4

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