Moglo

No one is certain how the Moglos came into being. Some say that they, like the other bestial races, were given sentience from the grand implosion. Others say that they were blessed by Shinrana to gain access to specialized magics. Others say that they are nature spirits that evolved into the creatures they are now. Regardless, The Moglos are a small, cute race with large heals and a catlike-tail. They're ability seems to be tied to life-based magic, and the good and evil this magic represents.

Age : No one is entirely sure what age Moglos mature at, or what the general lifespan is. Some can live well past a Human's lifespan, while some can live for thousands of years.

Aligment : The Moglos are varied, but usually end up at the ends of Good and Evil. They are rarely ever a variation of Neutral, and are never True Neutral.

Size : Moglos are very small creatures, who's height ranges from 1 to 2 Feet, and average around 50 Pounds. Your size is Small.

Speed : Your base movement speed is 30 Feet.

Languages : Moglos typically know Common, and one language of their choosing.

Ability Score Bonuses : Charisma gains a +2, Constitution gains a +1.

Life or Death : You can choose the path of Life or Death. If you pick the path of Life, at 1st Level, you gain access to Healing Word, and at 3rd Level you gain access to Calm Emotion. If you pick the path of Death, at 1st Level, you gain access to False Life, and at 3rd Level, you gain access to Unholy Frenzy. Regardless of your path, you treat Charisma as your spellcasting modifier for these spells, and, if you have a caster level of 0, you have Mana equal to half your Charisma score (Mana Costs are treated as if you have a caster level of 3).

Moglo's Home : Depending on the place you came from, you gain some special traits. Choose one of the following below:


 * Peaceful Forests : At the start of your turn, if you haven't attacked on the previous turn, and was not attacked at all, you regain 1d4 hit points. You also have advantage on Constitution saving throws against diseases.
 * Dark Graveyard : Once per long rest, you can raise a Skeleton Minion from a corpse to serve you. This skeleton will share it's initiative with you, but will act on it's own. It will fall apart once's it's hit points reach 0, or when you make a short or long rest. You can only have one Skeleton Minion at your command at a time.
 * A Dark Place : You can target a sleeping creature, dealing 1d4 + your Intelligence modifier Psychic damage to the target, and regains 5 Mana. You also gain resistance to Shadow damage.
 * Frozen Tundras : Along with the spells gained from Life or Death, you also gain the Ray of Frost spell. You also have resistance to Frost damage, and gain advantage in snowy and/or frozen regions, but gain disadvantage in desert and wasteland regions.