Mu'Roh are perhaps the oldest race living under the Tarred Sky, the perfect survivors, when the Corax and Turox first started to drift from their Eagle Dragon and Drake ancestors, the Mu'Roh watched. The Mu'Roh have never had an interest in empires, instead they hold their immediate family as their only loyalty. Though the recent domestication of Soft Pelts has resulted in a faction that is interested much more in Society than just the survival of their family.
Rarity. Uncommon, Mu'Roh are well known, and in large cities, it is garunteed that there will be some sort of Mu'Roh precense in it's sewers and alleyways.
Ability Score Increase. Your Dexterity Score increases by 2.
Age. A Mu'Roh reaches adulthood at the age of 16, and though older Mu'Roh tend to be prone to health complications, they have no known age of elderly death. Ancient Mu'Roh are known as great oracles and mentors.
Alignment. Most Mu'Roh are true neutral, and tend to find order in strength and elders than a set amount of rules, younger Mu'Roh tend to aligned more on the Chaotic as they fight for position in their families.
Size. Mu'Roh average about 3ft to 4.5ft tall, and weigh 40 to 80 pounds. Your size is Small.
Speed. Your base walking speed is 25 feet.
Survival Instincts. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and MUST use the new roll.
Brave in Numbers. You have advantage on Wisdom saving throws when within 15ft of at-least one other friendly creature. You have disadvantage on Wisdom saving throws when you can't see any other friendly creatures.
Sneaky. You can move through the space of any creature that is of a size larger than yours (You are small, and so may move through squares of Medium or larger creatures).
Language. You can speak Common and Alley Tongue and Gutter Tongue.
Subrace. The two main kinds of Mu'Ruoh are Soft Pelts and Briar Pelts.
Your people were originally pets and luxury slaves of an ancient race. That race has long gone, but you and your people remain. Unlike your cousins that weren't 'domesticated', Soft Pelts can hold a reputation and relationships with a large amount of the civilised population, and are often thought of as decent hard workers and ingenious and sometimes even mischevious intellects, but regardless, an exotic encounter. There is no better worker for highly skilled work at altitude.
Ability Score Increase. Your Charisma score increases by 1.
Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
Domesticated Appearance. Your appearance is soft and is easy on the eyes. You are easier to Turst and get advantage on Persuasion (Charisma) rolls.
Your people cling to their wild natures. Dark and crampt locations are your sanctuary, where their small stature results in an advantage instead of a disadvantage. As the world has returned to a form of civilisation, so have the rats returned to the sewers, abandoned buildings and humid alleyways. Unlike your cousins the Soft Pelts, you arn't trusted by the civilised races in Tarred Skies, and find yourselves in roles others would find undesireable, such as mercenaries, assassins, waste workers etc.
Ability Score Increase. Your Constitution score increases by 1.
Stout Resilience. You have advantage on saving throws against poison and disease, and you have resistance against poison damage.
Iron Stomach. You are able to consume almost anything without risk of disease or poison. Be it decaying and uncooked or weird berries, your stomach isn't upset by almost anything. Magical Effects will still affect you when consumed, but natural affects must be extremely potent to leave you ailed.