Motley
While every motley has a head, two legs, and a pair of arms, that is where their similarities end. At least one of a motley’s arms always ends in a humanoid hand, but the others are those of different creatures—a gazelle’s leg, a bear’s forearm, and the like. Likewise, their faces are a patchwork of flesh taken from various beasts. Given a motley’s startling appearance, other people are usually shocked when a motley utters words instead of chittering or growling.
Motley Traits
Characters with the motley heritage share the following traits:
Age. Natural-born motley mature quickly. After 7 to 10 years, they reach adulthood and choose a name unique to them. Some are said to live for centuries before dying of old age, but on average a motley’s lifespan is around 200 years.
Size. You are between 5 and 7 feet tall and weigh anywhere from 150 to 250 pounds. Your size is Medium.
Speed. Your Speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light , and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Motley Senses. You are proficient in Perception and gain an expertise die on Perception checks.
Natural Weapon. You gain a natural weapon, such as claws, horns, or teeth. Choose slashing, piercing, or bludgeoning damage. Your unarmed strikes deal 1d6 + Strength modifier damage of that type.
Motley Gifts
Despite your ungainly appearance, one of your animal features gives you a beast’s grace. Select one of the options below.
Long Arms
During your turn, your reach with melee weapons is 5 feet greater than normal.
Long Legs
Your Speed increases to 40 feet. In addition, you gain an expertise die on saving throws made to resist being knocked prone .
Prehensile Tail
You have a tail that grants you an expertise die on checks made to balance, climb, or make Sleight of Hand checks. Your tail can carry objects weighing up to 5 pounds, but it can’t wield a weapon or use a shield. In addition, you gain advantage on saving throws to avoid falling.
Motley Paragon
Starting at 10th level, you become a paragon of motleykind. You gain the following benefit.
Mutation. You gain a second Motley Gift.
Additionally, you gain one of the following traits.
Brachiator
You gain a climb speed equal to your Speed and an expertise die on Athletics checks.
Predator Weapons
The damage from your unarmed strikes increases to 1d8 + your Strength modifier, and your unarmed strikes are magical. When you hit a creature your size or smaller with your unarmed strike, you can choose to grapple that creature.
Fishkind
You grow gills and are able to breathe both water and air. In addition, you develop fins and gain a swim speed equal to your Speed.
In addition, you are slippery. You gain an
expertise die
on checks and
saving throws
made to escape a
grapple
.
Motley Culture
Motley are rarely embraced by the communities they are born into, leading many to embark upon an exile’s journey for places more accepting of their strange nature. The few motley who reside in heavily populated areas often live as outcasts, struggling simply to survive. Knowing all too well the true nature of hardship, it’s rare for a motley to be overtly cruel, but those who are soon earn a fearful reputation.
Motley must be creative to overcome their many disadvantages. When faced with a problem, they often find solutions no other person would conceive. Though many people can’t see past a motley’s animalistic appearance—assuming them no more intelligent than a mindless beast—motley can be as clever and quick-witted as any other people.
Suggested Cultures. While you can choose any culture for your motley character, the following cultures are linked closely with this heritage: caravanner , forgotten folx , forsaken , itinerant , lone wanderer , nomad , motley crew , tyrannized , underharvester , Underlander , wildling .