D&D (2024) Mix multispecies traits

Yaarel

He Mage
When you create a character, choose three species feats to determine the traits of your character. Likewise, when you create a character who descends from two species, you can choose your three species feats from either or both species to determine the traits of your multispecies character.


The Playtest UAs (Character Origins along with updates in the Cleric and Revised Species) empower players to create a character whose parents are members of different species. The player can decide appearance of the character by mixing-and-matching various visual characteristics (like color and ear shape) from both or either species. But the current UAs require the player to choose the game traits for the Mixed-Species character from only one of the two parents. An Elf-Human might look like both parents, but mechanically can only have the traits of one. Many want to choose the traits from both species to mechanically represent a Mixed-Species character.


The descriptions of the species that follow are moreorless the ones in the UA Playtest, but organize the traits into thematic feats to choose from. When you create a character, choose three species feats to determine the traits of your character. If the character descends from two or more species, your choices can be from any of your species.


The species represents the ancestry of your character, the innate origins. When you choose the species of your character, determine whether it is a member of the Human species or of a fantastical species, such as Elf or Dragonborn.

The description of each species has a section that lists the base traits plus the species feats to choose from. The base traits are items that every species specifies: Creature Type, Size, Speed, and Lifespan. Then choose three from the list of species feats. For example, the Human species lists Human Traits plus the Human Feats to choose from.
Thanks to the magical workings of the multiverse, different species can produce offspring together. Folk who have both Human and Elf ancestors are common in certain locales. Elsewhere, a Human might grow up within the magical influence of a nearby powerful Dragon, thus exhibit characteristics that approximate both Human and Dragonborn ancestries. Various admixtures between species are possible.

When you create a character of Mixed Species, choose the two species whose characteristics your character most prominently expresses. Apply the base traits of one parentage. But when you choose your three species traits, you can select them from either or both of your chosen species.

You can mix-and-match the visual appearance − color, ear shape, and the like − between the two species. For example, if your character has a Gnome parent and a Dwarf parent, you might decide the character has pointed ears like the Gnome.


HUMAN TRAITS
Creature Type:
Humanoid
Size: Medium (4-7 feet tall) or Small (2-4 feet tall)
Speed: 30 feet
Lifespan. You reach adulthood around 20 and are an elder around 50. Humans expect to live 80 years on average.

Choose three species feats. The following are for the Human species.

RESOURCEFUL
(Counts as two choices of species feats)
You gain Heroic Advantage whenever you finish a Long Rest.
Heroic Advantage. When you have Heroic Advantage (also called Inspiration), you can expend it to give yourself Advantage on a d20 Test. You decide to do so immediately after rolling the d20.
Gaining Heroic Advantage. The DM can award Heroic Advantage to a player character who’s done something that is particularly heroic or in character. Some game features, such as the Human, also award Heroic Advantage.
Only One at a Time. You can never have more than one instance of Heroic Advantage. If something gives it to you and you already have it, you can give it to a player character in your group who lacks it.

ADEPT DABBLER
Your Human ability to learn new ways and adapt readily expands you areas of aptitude.
Adapt Dabbler. Improve by +1 an additional ability score that your chosen background doesnt improve.

SKILLED
Your Human biology evolved to innately specialize in speech, memory, learning, a social community of information, and constructing a culture. You gain the Skilled feat or an other Background feat of your choice.
Repeatable: you can choose this Human feat more than once.
Skilled. You have exceptionally broad learning. Choose three skills in which you lack proficiency. You gain proficiency in those skills.

FATEFUL
Your humanity is both a physical body and a cosmic being. Humans are spiritual creatures of soul and mind, with an uncanny intuition of the multiverse. The Human species is often an object of fascination by other species of the multiverse, who suspect a mysterious but great destiny for the Human species. You gain the Lucky feat or an other Background feat of your choice.
Lucky. You have inexplicable luck that can kick in at just the right moment, granting you the following benefits:
Luck Points. You have a number of Luck Points equal to your Proficiency Bonus. You can spend the points on the benefits below, and you regain your expended Luck Points when you finish a Long Rest.
Advantage. Immediately after you roll a d20 for a d20 Test, you can spend 1 Luck Point to give yourself Advantage on the roll.
Disadvantage. When a creature rolls a d20 for an attack roll against you, you can spend 1 Luck Point to impose Disadvantage on that
roll.

TOOL USER
(Counts as two choices of species feats)
Where other animals evolved to rely on fangs, claws, scales, and fur to survive, Humans rely on tools and the crafting of items.
Tools. You gain two tool proficiencies of your choice.
Tool Expert. Choose one tool in which you have proficiency. You gain the benefit of Tool Expertise whenever making Checks that relate to that tool. (Normally, Expertise is only to make Skill Checks.)
DRAGONBORN TRAITS
Creature Type:
Humanoid or Draconic
Size: Medium (5-7 feet tall)
Speed: 30 feet
Lifespan. You reach adulthood around 20 years old. Unlike Humans, you age by continuing to appear even larger and more imposing. Dragonborns expect to live 80 years on average
Draconic Ancestry. Choose the kind of Dragon you descend from.
Metallic. Brass (Fire), Bronze (Lightning), Copper (Acid), Gold (Fire), or Silver (Cold).
Chromatic. Black (Acid), Blue (Lightning), Green (Poison), Red (Fire), or White (Cold).
Your Draconic Ancestry affects your appearance, such as the color of your scales and the shape of your horns. It also determines your instinctive magical energy for certain Dragon feats, such as Dragon Breath.

Choose three species feats. The following are for the Dragonborn species.

DRAGON BREATH
(Counts as two choices of species feats)
Breath Weapon. You breathe the energy of your chosen Draconic Ancestry. When you take the Attack Action on your turn, you can replace one of your attacks with an exhalation of magical energy in either a 15-foot cone or a 30-foot line that is 5-feet wide. Each creature in that area must make a Dexterity Saving Throw against a DC equal to 8 + your Constitution + Proficiency.
On a failed save, a creature takes 1d10 damage of the damage type of your Draconic Ancestry energy affinity.
On a successful save, a creature takes half as much damage.
This damage increases by 1d10 when you reach the following character levels: level 5 (2d10), level 11 (3d10), and level 17 (4d10). You can use this Breath Weapon a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Damage Resistance. You have Resistance to the damage type of your Breath Weapon.

NIGHTWINGS
Draconic Flight. You sprout draconic wings of spectral energy. When you reach level 5, you learn how to channel the magical energy of your Draconic Ancestry to give yourself temporary flight. As a Bonus Action, you sprout spectral wings on your back that last for 10 minutes or until you are Incapacitated or you retract the wings as a Bonus Action. During that time, you have a Fly Speed equal to your Speed. Your wings appear to be made of the energy of your Ancestry. Once you use this trait, you cant use it again until you finish a Long Rest.
Darkvision. You have Darkvision with a range of 60 feet.
DWARF TRAITS
Creature Type:
Humanoid or Elemental
Size: Medium (4-6 feet tall) or Small (3-4 feet tall)
Speed: 30 feet
Lifespan: 400 years on average

Choose three species feats. The following are for the Dwarf species.

STONELIKE
Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level.
Forge Wise. You exhibit an innate affinity with earth, including metal, stone, and clay. You gain Tool Proficiency with one of the following options of your choice: Glassblowers Tools, Jewelers Tools, Masons Tools, Potters Tools, Smiths Tools, or Tinkers Tools.

DWARVEN RESILIENCE
Poison Resistance. Any poison damage that you take reduces by half. Also, you have Advantage on saving throws to avoid or end the Poisoned Condition on yourself.

PRIMORDIAL LAW
You have a number of Failure Points equal to your Proficiency Bonus. You regain any expended when you finish a Long Rest. Immediately after a creature rolls a d20 against you or your ally (such as a saving throw or an attack), you can spend a Failure Point to give Disadvantage on the roll.

UNDEREARTHER
Darkvision. You have Darkvision with a range of 60 feet.
Stonecunning. You can detect your surroundings thru the vibrations of the earth. As a Bonus Action, you gain Tremorsense with a range of 60 feet for 10 minutes. You must be on a stone surface or touching such a surface to use this Tremorsense. The stone can be natural or worked. You can use this Bonus Action a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
ELF TRAITS
Creature Type:
Fey or a Creature Type of your choice
Size: Medium (5-6 feet tall)
Speed: 30 feet
Lifespan. You reach adulthood at about age 20, like Humans do, but afterward remain eternally youthful. Due to other causes of death, Elves expect to live 750 years on average.

Choose three species feats. The following are for the Elf species.

ELF KNIGHT
(Counts as two choices of species feats)
Elven Accuracy. Whenever you have Advantage on an Attack Roll, you can reroll one of the dice once.
Elf Weapon. Choose a longsword or a longbow, or an other weapon of your choice. You gain proficiency with this weapon. Your Attack Rolls with it can apply your spellcasting ability instead of Strength or Dexterity.

FEY MAGIC
Charm Resistance. You have Advantage on saving throws you make to avoid or end the Charmed Condition on yourself.
Innate Caster. From any spell list, choose a slot 1 spell when you reach level 3, and a slot 2 spell when level 5. These spells are innate. (Thus you can cast each of these two spells once after a Long Rest. You prepare these spells and can also cast them using any spell slots you have. You can cast them without a spell component, using Intelligence, Wisdom, or Charisma as your spellcasting ability for them.)

KEN OF FATES
After each long rest, you gain two proficiences of your choice from skills and tools, until your next long rest ends.

NATURE SPIRIT
Choose two cantrips from any spell lists. You can also treat the following effects as if cantrips when you choose:
• your speed improves to 35 feet
• you can breathe water as well as air
• after each long rest, you can swap one cantrip with an other one of your choice
• if you have Darkvision, it improves to 120 feet
The two chosen cantrips are innate. (Thus you cast them without spell components, using Intelligence, Wisdom, or Charisma as your spellcasting ability for them).

PRIMORDIAL LAW
You have a number of Success Points equal to your Proficiency Bonus. You regain any expended when you finish a Long Rest. Immediately after you or an ally rolls a d20, you can spend a Success Point to give Advantage on the roll.

TWILIGHTER
Trance. You dont need to sleep, and magic cant put to you sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation during which you retain consciousness.
Darkvision. You have Darkvision with a range of 60 feet.
Keen Senses. You have Proficiency in the Perception Skill.
GNOME TRAITS
Creature Type:
Humanoid or Fey
Size: Small (2-4 feet tall)
Speed: 30 feet
Lifespan. You reach adulthood around age 20. Gnomes expect to live 400 years on average.

Choose three species feats. The following are for the Gnome species.

GNOMISH CUNNING
You have Advantage on Intelligence, Wisdom, and Charisma saving throws.

NIGHTLY TRICKSTER
Minor Illusion. You know the Minor Illusion cantrip.
Darkvision. You have Darkvision with a range of 60 feet.

SPRITELY TINKER
Prestidigitation. You know the Prestidigitation cantrip.
Tinker. You know the Mending cantrip. You can cast Mending, while treating it as Tinkers Tools, for any Ability Checks to craft an item.
Clockwork. You can create a clockwork device, such as a toy, a fire starter, or a music box. You spend 10 minutes casting Prestidigitation to create it, consuming 10 GP worth of raw material, like string and gears. The clock work is a Tiny Construct (AC 5, 1 HP). Determine its function by choosing one effect from Prestidigitation. The device produces that effect whenever you or another creature takes a Bonus Action to touch the device and activate it. If the chosen effect has options within it, you choose one of those options for the device when you create it. For example, if you choose the spells ignite-extinguish effect, you determine whether the device ignites or extinguishes fire; the device doesnt do both.
You can have three such devices in existence at a time, and each one dismantles itself 8 hours after its creation. You can also touch one of your devices and dismantle it as an Action. After a device is dismantled, the 10 GP of materials used to create it can be reclaimed.

GUARDIAN OF ANIMALS
Speak with Animals. You can cast Speak with Animals as an innate spell, after each long rest up to a number of times equal to your Proficiency Bonus. (You additionally prepare this spell and can cast it using any spell slots you have, or by performing its ritual. Intelligence, Wisdom, or Charisma is the spellcasting ability.)
Feed. Conjure food for hungry creatures. After each long rest, you can as an action produce enough food to feed well one Large creature, two Medium creatures, four Small creatures, or eight Tiny creatures. The food is plantbased but can also nourish carnivores, and tastes delicious to whoever it is for.
Comb. You can harmlessly alter the fur or hair of a creature. You can as an Action at one creature within 30 feet, instantly entangle or disentangle, lengthen or cut or shave, weave, color, or similar, to style the fur or hair, but afterward it continues to grow as normal.
Animal Rider. You gain a Vehicle Proficiency to ride any Beast that has a Friendly Attitude toward you, as well as ride any vehicle that the Beast pulls.

FADEAWAY
You can vanish defensively. Immediately after you take damage, you can use a reaction to magically become Invisible until the end of your next turn, or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you cant do so again until you finish a short or long rest.
GOLIATH TRAITS
Creature Type:
Humanoid or Giant
Size: Medium (7-8 feet tall)
Speed: 35 feet
Lifespan: 80 years on average
Giant Ancestry. Choose the kind of Giant you descend from.
Cloud, Fire, Frost, Hill, Stone, or Storm.
Your Giant Ancestry affects your appearance and can determine the effect of certain Goliath feats, such as Giant Boon.

Choose three species feats. The following are for the Goliath species.

GIANT BOON
(Counts as two choices of species feats)
Your giantish nature exhibits a supernatural boon. Your chosen Giant Ancestry determines the benefit you gain. You can use it a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Clouds Jaunt (Cloud Giant). As a Bonus Action, you magically Teleport up to 30 feet to an unoccupied space you can see.
Fires Burn (Fire Giant). When you hit a target with an Attack Roll and deal damage to it, you can also deal 1d10 Fire Damage to that target.
Frosts Chill (Frost Giant). When you hit a target with an Attack Roll and deal damage to it, you can also deal 1d6 Cold Damage to that target and reduce its Speed by 10 feet until the start of your next turn.
Hills Tumble (Hill Giant). When you hit a Large or smaller creature with an Attack Roll and deal damage to it, you can knock that target Prone.
Stones Endurance (Stone Giant). When you take damage, you can use your Reaction to roll a d12. Add your Constitution modifier to the number rolled and reduce the damage by that total.
Storms Thunder (Storm Giant). When you take damage from a creature within 60 feet of you, you can use your Reaction to deal 1d8 Thunder Damage to that creature.

MANIFEST STATURE
Powerful Build. You have Advantage on any Saving Throw you make to end the Grappled condition on yourself. You also count as one Size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Large Form. Starting at 5th level, you gain the ability to supernaturally grow. As a Bonus Action, you change your Size to Large, provided you’re in a big enough space. This transformation lasts for 10 minutes or until you end it as a Bonus Action. During that duration, you have Advantage on Strength Checks, and your Speed increases by 10 feet. Once you use this trait, you can’t use it again until you finish a Long Rest.
HALFLING TRAITS
Creature Type:
Humanoid
Size: Small (2-3 feet tall)
Speed: 30 feet
Lifespan: 150 years on average

Choose three species feats. The following are for the Halfling species.

CURIOUS
Brave. You have Advantage on saving throws you make to avoid or end the Frightened Condition on yourself.
Naturally Stealthy. You exhibit Proficiency in the Stealth Skill.

NIMBLE
Nimbleness. You can move through the space of any creature that is of a Size larger than yours, but you cant stop there.
Halfling Luck. When you roll a 1 on the d20 of a d20 Test, you can reroll the die, and you must use the new roll.

UPLIFTING
Empathic Sensitivity. You are naturally sensitive to the emotions of others. You gain Proficiency in the Insight Skill, and have the Advantage on Ability (Insight) Checks.
Entertainer. You often try to entertain others, to uplift their spirits with positive attitude, enjoyment, and fun. You gain Tool Proficiency with one of the following: Brewers Supplies, Chefs Utensils, Gaming Set, or Musical Instrument.
ORC TRAITS
Creature Type:
Humanoid
Size: Medium (6-7 feet tall)
Speed: 30 feet
Lifespan: 80 years on average

Choose three species feats. The following are for the Orc species.

NOCTURNAL MIGHT
Darkvision. You have Darkvision with a range of 60 feet.
Powerful Build. You have Advantage on any Saving Throw you make to end the Grappled condition on yourself. Also you count as one Size larger when determining your carrying capacity and the weight you can push, drag, or lift.

ADRENALINE RUSH
You can take the Dash Action as a Bonus Action. When you do so, you gain a number of Temporary Hit Points equal to your Proficiency Bonus. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

RELENTLESS ENDURANCE
When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 Hit Point instead. Once you use this trait, you cant do so again until you finish a Long Rest.
TIEFLING TRAITS
Creature Type:
Humanoid
Size: Medium (4-7 feet tall) or Small (3-4 feet tall)
Speed: 30 feet
Lifespan: 100 years on average
Fiendish Ancestry. You transmit the supernatural power of a Fiend Creature Type. Choose its planar origins.
• Chaotic Evil Abyssal
• Neutral Evil Chthonic
• Lawful Evil Infernal
Your Fiendish Ancestry affects your appearance, as well as certain Tiefling feats, such as Fiendish Legacy. However it doesnt affect your Alignment. How you respond to the presence of Evil is your choice.

Choose three species feats. The following are for the Tiefling species.

FIENDISH LEGACY
You inherit a supernatural legacy. The benefit you gain from it depends on your chosen Fiendish Ancestry. Intelligence, Wisdom, or Charisma is your spellcasting ability for it.
Abyssal Poison. You have Poison Resistance. You gain the Poison Spray cantrip.
Chthonic Necrosis. You have Necrotic Resistance. You gain the Chill Touch cantrip.
Infernal Fire. You have Fire Resistance. You gain the Fire Bolt cantrip.

FIENDISH CASTER
Fiendish Affinity. You recognize the presence of a Fiend within 10 feet of you. A Fiend can attempt to fool you, such as casting Nystuls Magic Aura.
Fiendish Caster. You develop certain spells from your Fiendish Ancestry. After each long rest, you can cast each spell once. Additionally, you prepare these spells and can cast them using any slots you have. Intelligence, Wisdom, or Charisma is the spellcasting ability. Depending on your choice of Fiendish Ancestry, one of the following three describes you.
Abyssal Caster. At level 3 you gain the ability to cast the slot 1 spell Ray of Sickness, and at level 5 the slot 2 spell Hold Person.
Chthonic Caster. At level 3 you gain the ability to cast the slot 1 spell False Life, and at level 5 the slot 2 spell Ray of Enfeeblement.
Infernal Caster. At level 3 you gain the ability to cast the slot 1 spell Hellish Rebuke, and at level 5 the slot 2 spell Darkness.

OTHERWORLDLY PRESENCE
Darkvision. You have Darkvision with a range of 60 feet.
Thaumaturgy. You know the Thaumaturgy cantrip.
Astral Affinity. Your Fiendish Ancestry intuits Proficiency with the Religion skill, and can use it to achieve Checks relating to the Astral Plane and the Dominions within it, including their native creature types, such Celestial Angels, Infernal Devils, Chthonic Yugoloths, and Abyssal Demons. Additionally, you have Advantage on Religion Checks relating to the Dominions of your own Fiendish Ancestry. You can use Intelligence, Wisdom, or Charisma as the Ability to make an Ability (Relgion) Check.


Bundling traits into feats accomplishes well both thematic customizability and gaming balance. The 5e gaming engine handles feat design space robustly. A species feat has an amount of mechanical power equivalent to a Background feat, or a standard half-feat without the Ability Score improvement. Note, when you choose your three species feats, a powerful species feat might cost two out of these three choices.
 
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aco175

Legend
The worst part of all this is that I see I will become a human elder next month when I turn 50.

On the actual thread, I'm not sure I see things right as I am not fully into the playtest. I'm understanding that allowing half-races to take traits from each parent you are making all the traits into feats. Then 1st level PCs pick 3 feats to make his mixed race to get the traits and features from both parents. Are these feats the same as other feats where the player can choose 3 fighting feats like PAM or GWM instead of racial feats?
 

Yaarel

He Mage
The worst part of all this is that I see I will become a human elder next month when I turn 50.
Heh, its more like ages 20 to 49 are the soldiers. 50 and up are the generals.

"Elder" has its own benefits.

I'm understanding that allowing half-races to take traits from each parent you are making all the traits into feats.
Yeah, the Species traits are bundling into feats.

Then 1st level PCs pick 3 feats to make his mixed race to get the traits and features from both parents.
So a character that is a member of a single Species, chooses all three feats from that Species.

But a character that is a member of two Species, can choose the three feats from either or both. For example, one feat from one parent and two feats from the other, or all three from one of the parents.

Are these feats the same as other feats where the player can choose 3 fighting feats like PAM or GWM instead of racial feats?
Since 2014, the standard feats are in the Players Handbook, then Xanathars and Tashas.

But these special feats for the Species are really a "half feat".

For example, in Tashas there is a half feat called Fey Touched. Half the benefit improves an Ability Score by 1. The other half grants the Misty Step spell and a slot 1 spell of choice.

If a DM wanted, this half feat can work as a special feat to choose from, by granting the half that gives the spells, but not the half that improves the Ability Score. Half-a-feat.

In the UA Playtest, the Background feats are likewise a half feat.

Note, the Species comes with a choice of three special feats. So, if the DM wanted, a player can spend two special feats to choose a full feat, like PAM (PoleArm Mastery), and still have one special feat left over, for a half feat.
 
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Yaarel

He Mage
The traits of every UA Species fit tightly into a design space of three half-feats.

Except for Human.

The Human Species looks seriously underpowered. It only has enough traits to fill out two half-feats.

Humans are aggressive − the most dangerous Species on the planet. The Heroic Advantage that enhances Attacks does well to convey this flavor.

Humans evolved biologically to specialize in the capacity of speech, memory, learning, community of knowledge, and building culture. The Versatile/Skilled flavor does well to convey this flavor.

But this is only two Human feats. The design space needs a third, at least to choose from.

I looked thru the other Background feats to see what other might be useful to characterize the flavor of a Human Species. I decided on Lucky to hint at the Human as spiritual being with an uncanny intuition of the multiverse.

I also added the Prodigy feat, specific to Human, in Xanathars. But I tweaked it to refer to Tool Proficiency rather than Skill Proficiency to distinguish it from the Versatile Skilled feat. The Human Species as a tool user is flavor appropriate enough.

But Prodigy grants Expertise which is a big deal and too big a design space. It requires a full-feat, in other words two half-feats, or two special feats.
 
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Yaarel

He Mage
I added the Orc and the Halfling to the Original Post.

The Orc trait Powerful Build updates to match this trait update for the Goliath. This is a mild boost, but with this the three special feats of the Orc are solid.


I am delighted that all UA Small Species have standard Speed 30 (including the Halfling and Gnome, and Human and here Dwarf might be too). As many know about walking speeds, to prefer to walk quicker at a quicker pace is normal. Some Small creatures can run fast. These Small Species are adults − not toddlers who are learning how to walk. I welcome the Speed 30.


The UA Halfling seems underpowered. Like the UA Human, it only has enough traits to fill out two special feats, unlike the three special feats that are standard design space for the other UA Species.

Perhaps certain feats were overestimated. Luck is fun, but infrequent and passive, and is mainly a ribbon. The ability to move thru a larger creature is useful but situational. The Fear Resistance is good, but I dont think I would spend a half-feat for it. Thus with a Stealth Skill Proficiency, it looks like the Halfling only has enough traits for two special feats.

I have no opinion about what the third special feat should be for the Halfling. Any suggestions?
 
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Yaarel

He Mage
For Halfling, I am tempted to add the two Halfling feats to the Human Species. Thus the "Halfling" or Hin is simply a Small Human ethnicity, comparable to the various reallife "pygmy" ethnicities and possibly comparable to Homo floresiensis who might instead be an ethnicity of modern humans. Notice, the UA Human includes ethnicities who are Small (2-4 feet tall) which can viably include the Halfling communities (2-3 feet tall).
 

Horwath

Legend

I had a similar idea a while back
 

HammerMan

Legend
I get to playtest the warlock and wizard later this week and decided to test out half breed race.


I went with an odd my mom was a hafling and my dad was an Orc
 

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