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Mythling

Bright Lives, Dreary Lands

Although most mythlings set up their homes and settlements in dreadful swamps, deadly jungles and barren mountains, almost all mythlings maintain a bright and cheerful attitude. In some manner, they retain a courteous greeting to all creatures and feel as a society that everyone could use with some cheer now and then. This has been the guiding focus of many of their historical records. In other race's 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 most myths and legends.

Secret Coves and Warm Homes

Mythlings are often seldom seen. Their name comes not from them, but from historians who found these historical inaccuracies. They even gave the Mythling Conspiracy a couple records of notations, all circumstantial though.
However, this seldom being seen is only partly due to the barren terrains they call their home. Within these terrains, Mythlings craft for themselves secret coves marked within the moss, sand and rocks of their terrain. Within those coves are quaint and surprisingly large communities of mythlings. They pride themselves in their crafting of these coves, and yet find themselves making some of the most comfortable homes to date. It was once said by a famous explorer, that it is a treat for the eyes to behold a mythling's lair.

Mythling Names

Male Names. Squishward, Kip, Wooper, Spotholomule, Mudwell, Slimothy, Bifford, Finnley
Female Names. Squashatha, Kippabelle, Bubbles, Hottie, Lizabeth, Sheeny, Marbelina, Poppy
Unisex Names. Bloopen, Mossy, Squirt, Happi, Stiggy, Venven, Emberlin, Pebbles
Nicknames. Many Mythlings have long names that can sound very formal, those who possess names such as these will often take a nickname. For example, Mudwell may go by MudMud, or Marbelina may go by Marbles.

Mythling Traits

Your mythling character has certain characteristics in common with all other mythlings.

Age

Mythlings mature at the same rate humans do, and most are expected to settle down into an adult life by around age 30. They can live 250 to almost 400 years old.

Alignment

Mythlings are most often good. Those who tend toward law are sages, researchers, herbalists, scholars, and investigators. Those who tend toward chaos are minstrels, tricksters, wanders, or fanciful alchemists. Mythlings are good-hearted, and even the tricksters among them are more playful then viscous.

Size

Mythlings are between 2 and 4 feet tall and average about 40 pounds. Your size is Small.

Speed

Your base walking speed is 25 feet.

Amphibious

You can breathe air and water.

Natural Regeneration

Whenever you consume hit dice during a short rest, you may reroll any of those hit dice once. In addition, after a limb or an organ has been removed from your body, you will naturally restore it over time. You'll have a weakened version of that limb grow in 1d4 days and 1d10 days afterward that weak will make a full recovery. While your limb or organ is weakened you will have disadvantage on ability checks that may utilize it.

Toxic Resistance

You have resistance to poison damage and have advantage on saving throws against being poisoned.

Languages

You can speak, read and write Common and Beastfolk.

Subraces. Three main subraces of mythlings populate the world: pondlings, sandlings and swamplings.

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.

Speed

You also have a swimming speed of 25 feet.

Bioluminescence

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.

Underwater Camouflage

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.

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 a number of times equal to your proficiency bonus. You regain your uses after a long rest.

Barren Camoflage

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.

Toxic Secretion

Any creature that grapples you or otherwise comes into direct contact with your skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
You can also apply this poison to any piercing weapon as part of an attack with that weapon, though when you hit the poison reacts differently. The target must succeed on a DC 12 Constitution saving throw or take 2d4 poison damage.

Jungle Camoplage 

Whenever you take a hide action while being in a swamp or dense forest like terrain, you have advantage on that Dexterity (Stealth) check.

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