Mogma (5e Race)

From D&D Wiki

Jump to: navigation, search
Campaign Setting: Hyrule
World of Hyrule
Divisions of the known universe
Central Province
The Forsaken
The Depths
Islands of the Great Sea
Islands of the Sky
Gods of Hyrule, their worship, and how they influence the world
History of the Light World as known by Hyruleans
Player's Guide
Character Creation
Common: deku scrubs, gerudo, gorons, hylians, and zora
Uncommon: anouki, kokiri, koroks, rito, skull kids, and tokay
Rare: lanayru desert robots, cobbles, kikwis, maiamai, minish, mogma, weapon spirits.
Fighter: brute, darknut, spellsword, sword savage, archer, tunic, hatamoto
Oathsworn: champion, conqueror, druidic, knight, forsworn
Opportunist: assassin, garo, mystic, skirmisher, instrumentalist, picaroon, survivor
Hunter: shaman, shifter, slayer, trickster, mercenary, sylvan
Researcher: occultist, technomancer, witch, wizzrobe
Sage: earth, fire, forest, light, shadow, spirit, water, wind, discord
Scion: dragon, fairy, mask, sword, poe
Backgrounds & Languages
Adventuring Gear
Tools and Vehicles
Potions and Poisons
Mounts and Animals
Other Goods and Services
Downtime Activities
Dungeon Master's Guide
This world bears many monsters unique to it
Legendary NPCs
Figures of myth, history, and happenstance
Ruins, dungeons, and temples are littered with various hazards
Marks of Prestige
Epic Boons
Optional Rules
Exotic Races
Fragile Weapons
Optional Actions
Prestige Classes
Recovery Hearts
Targeted Attacks
Quests, dungeons, and storylines ready for exploration
Tables for random generation of dungeons, encounters, treasure, etc.

This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This material makes a character capable of virtually unrestricted movement below ground or through terrain or other solid barriers. Obstacles and traps reliant on physical boundaries of earth/stone, or the assumption that the character travels across the surface and must climb to access a higher location, may not be significant challenges to a character of this race. Unless carefully considered, this content could derail a campaign.

A mogma will often stand and even walk with its arms,
which are considerably more powerful than its legs.



As mole-like humanoids, mogma spend much of their time burrowing underground, and the white fur that covers their bodies is frequently covered in dirt. Most mogma have very broad shoulders and powerful chests, but a narrow waist and dainty legs. A typical mogma uses its legs so infrequently that they are nearly vestigial.

Because a mogma's arms are so long and powerful in proportion to the rest of its body, it is able to walk upon them entirely—heaving its legs and rear end off the ground to "stand" on its palms. Rarely does a mogma stand, however, as it spends almost all its time sitting, burrowing with its powerful arms, or with its body half-submerged underground. Every mogma has a thick cylindrical tail it can sit on like a stool, and a mogma will almost always sit in this manner when it remains in one spot above ground for more than a few moments.

As mammals, mogma are a sexed race, but females make up a minority. A mogma can give birth in small litters under a dozen, and only a handful of those born live to be adults. Any mogma reaches adulthood in its early or mid teens, and rarely lives more than a century.


Mogma are most often found in areas of prime burrowing earth: dirt thicker than soil, but softer than solid rock. They are known to have only small populations, and gatherings of mogma are quite sparse.

As a whole, mogma have a notorious tendency towards curiosity and greed. They have a compulsory nature to hunt for treasure, which usually takes the form of rupees, gemstones, or magic items. Good-natured mogma take the initiative of hunting for such valuables buried underground or in ruins, which is usually aided by their tremorsense capability. Evil-natured mogma steal their treasures from others, and may even kill innocents for particularly enticing valuables. In either case, a mogma has little need for what it acquires—instead choosing to hoard most if not all the treasure it comes across. A mogma often sacrifices its own safety and well-being in pursuit of such treasures.

As many mogma spend most of their lives wandering in search of treasure, they are often highly individualistic. Each tends to only have loose ties to friends and family, but relatively strong bonds to coworkers or business partners.

Mogma Names[edit]

Most mogma names are gender-neutral. Almost every mogma name is a variation on a mineral, gemstone, or metal.

Examples: Bronzi, Cobal, Guld, Kortz, Ledd, Merco, Tubert, Nackle, Plats, Silva, Tyto, Zanc

Mogma Traits[edit]

A mogma is usually most comfortable
with its lower body submerged in a burrow.

These mole men, with their powerful upper bodies, burrow through dirt and sand at incredible speed.
Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1.
Age. Mogma reach adulthood in their mid teens, and usually live to an age between 60 and 100.
Alignment. Mogma are somewhat greedy, and don't meld well into overly structured society. They tend towards chaotic neutral.
Size. Unless it stands upright on its feet, a mogma has a height of about 5 feet. Your size is Medium.
Speed. You have a base walking speed of 25 feet and a climb speed of 25 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.
Claws. Your unarmed strike inflicts slashing damage equal to 1d4 + your Strength modifier.
Tremorsense. You have tremorsense out to a range of 10 feet. Your tremorsense can detect and pinpoint the origin of vibrations within this radius, provided that you and the source of the vibrations are in contact with the same ground or substance. Tremorsense can't be used to detect flying or incorporeal creatures
Dig. As an action, you can gain a burrow speed equal to your base walking speed until the start of your next turn. While burrowing, you can move through sand, earth, mud, or ice, but not solid rock. When you use this action, you cannot attack or cast a spell until the start of your next turn.
Nose for Treasure. You are always considered proficient in any ability check made to estimate the value of gemstones or treasure, or to identify the properties of magic items.
Languages. You can speak, read, and write both Common and Goro.

Random Height and Weight[edit]

Base Height Height Modifier Base Weight Weight Modifier
5′ 6" +2d8 130 lb. × (2d6) lb.

Back to Main Page5e HomebrewRaces
Back to Main Page5e HomebrewCampaign SettingsHyruleRaces

This page may resemble content endorsed by, sponsored by, and/or affiliated with the The Legend of Zelda franchise, and/or include content directly affiliated with and/or owned by Nintendo. D&D Wiki neither claims nor implies any rights to The Legend of Zelda copyrights, trademarks, or logos, nor any owned by Nintendo. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Home of user-generated,
homebrew pages!