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Mul

Created by Badgered on DnDBeyond.
Muls are half-dwarves, the product of the coupling of a human and a dwarf. Muls experience some of the same frustrations as half-elves, not being as long-lived as their dwarven kin and having noticeable physical differences from their human relatives. Despite this, Muls are stubborn and determined, easily managing to carve out a place for themselves in the world.  

Cultural Outcasts

  Muls are caught in between two different worlds, much as half-elves are. They see the value in tradition and clan as their dwarven relatives do, but they see the world through a different lens. Not content to labor beneath the earth in a clan hall or be a simple farmer or tradesman, most Muls set out into the world in search of fulfillment and purpose that they could not find in the culture they were born into. Many Muls find employment as city watchmen or caravan escorts along frontier towns in order to test their strength and skill against bandits, goblinoids, and worse. The more adventurous sort journey to coastal towns and find work as a deckhand on a ship, often for good pay as their physical characteristics make them excellent workers. More nefarious Muls seek to join the crew of a pirate vessel or fall in with gangs of thieves or highwaymen, putting their strength and stamina to use for less benevolent means, and often rise quickly through the ranks of such organizations.  

Powerful Physique

  The average Mul stands taller than a Human but as broad and dense as a dwarf. They are often hairless, though occasionally Muls are born with hair on their heads which they wear in tight pony tails or top knots. Their ears tend to be slightly pointed and smaller, like those of dwarves, but their complexion is as varied as those of humans. Some Muls get tattoos in geometric, symmetrical shapes to honor their dwarven heritage and wear them as proudly as a dwarf might wear a beard.    

Mul Traits

    Ability Score Increase. Your Constitution score increases by 2, and your Strength score increases by 1.   Size. Muls are as broad and stocky as dwarves, but taller than most humans, averaging 6 feet in height. Your size is Medium.   Speed. Your base walking speed is 30 feet.   Mul Vitality. When you finish a short rest, you may roll one additional d10 when rolling hit dice to regain hit points.   Once you use this feature, you can’t use it again until you finish a long rest.   Mul Resilience. At the start of your turn, you can use this feature (no action required) to end one effect on yourself that is causing you to have your movement speed reduced, to deal only half damage with Strength-based melee attacks, or to be stunned.   Once you use this feature, you can’t use it again until you finish a short or long rest.   Powerful Physique. You have proficiency in the Athletics skill.   Tireless. You need to sleep 6 hours in a 72-hour period (instead of a 24-hour period) to gain the benefit of a long rest. In addition, you regain all of your spent Hit Dice when you finish a long rest.   Languages. You can speak, read, and write Common and Dwarvish, though your accent when speaking both Common and Dwarvish is much less pronounced than that of a dwarf.
Muls have names that fit with the culture in which they are raised. Some Muls who feel as though they weren’t accepted by one culture or another may abandon their surnames and go by a name of their own creation, shunning whichever part of their heritage rejected them.

DM's Thoughts

  Muls are an interesting race, in my opinion, they are like a more Human looking version of an Orc. They honestly make for cool characters such as Vikings or perhaps bodyguards of some kind. Though, if I were to play one, I would stay more to the tank classes such as Barbarians, Paladins, and Fighters. I won't lie though, it would be hilarious to see a giant Mul Bard singing sea shanties!

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