Insectfolk The term “Insectfolk” is a broad term encompassing several demi-human species that all possess certain insect-like characteristics. Physical descriptions tend to vary between the different subspecies of insectfolk, but they also share certain commonalities, such as an overall human-like appearance, pupil-less monochromatic eyes, arms and legs mostly covered in a layer of exoskeletal carapace, and insectoid hands and feet. Anything beyond this is highly dependent on what subspecies of insectfolk that individual is. Insectfolk Traits Ability Score Increase. Your Dexterity score increases by 2.

Your Dexterity score increases by 2. Age. Insectfolk tend to age and develop almost twice as fast as humans, and as such they only live to be around 60 at most.

Insectfolk tend to age and develop almost twice as fast as humans, and as such they only live to be around 60 at most. Alignment. The majority of insectfolk are neutral

The majority of insectfolk are neutral Size. The majority of insectfolk are human-sized, with some exceptions. See the subspecies below for specific sizes.

The majority of insectfolk are human-sized, with some exceptions. See the subspecies below for specific sizes. Speed. Your base walking speed is 25 feet. You also have a flight speed, depending on your subspecies.

Your base walking speed is 25 feet. You also have a flight speed, depending on your subspecies. Blindsight. Sensing vibrations in the ground and the air, you can percieve your surroundings without relying on sight, within a radius of 10 feet.

Sensing vibrations in the ground and the air, you can percieve your surroundings without relying on sight, within a radius of 10 feet. Darkvision. You have superior vision in dark and dim conditions. 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.

You have superior vision in dark and dim conditions. 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. Keen Senses. You are proficient in Perception.

You are proficient in Perception. Natural Armor. When not wearing armor, your AC is 11 + your Dexterity modifier.

When not wearing armor, your AC is 11 + your Dexterity modifier. Languages. Common, Undercommon

Common, Undercommon Subspecies. You belong to one of the subspecies listed below, of which you must choose one.

Killer Bee Killer Bees are an insectoid demi-human subspecies with the characteristics of a hornet. They have four insectoid limbs, antennae, compound eyes, strong jaws, an insect abdomen complete with stinger, and wings. Though similar to honey bees in biology and societal structure, the killer bees are thought to be considerably more aggressive in both philosophy and temperament and as such has been considered a problematic race in terms of diplomacy. Killer Bee Traits Ability Score Adjustment. Your Strength score increases by 1.

Your Strength score increases by 1. Extra Limbs. You can use your extra pair of arms to perform an additional object interaction every turn. You can hold one additional one-handed weapon in each arm but can't use the versatile property if said weapon would have it. You also can't benefit from shields, or initiate grapples with yoir extra arms. When using Two-Weapon Fighting you are still limited to one attack as a bonus action unless a class feature says otherwise.

You can use your extra pair of arms to perform an additional object interaction every turn. You can hold one additional one-handed weapon in each arm but can't use the versatile property if said weapon would have it. You also can't benefit from shields, or initiate grapples with yoir extra arms. When using Two-Weapon Fighting you are still limited to one attack as a bonus action unless a class feature says otherwise. Insect Flight. You have a pair of hornet wings that grant you a flying speed of 50 ft. You can hover so you do not fall after ending a movement and are still in the air. However, you must concentrate to stay aloft. This flight concentration does not interfere with your spell casting concentration, but the concentration rules do apply to both. To use this speed, you can’t be wearing medium or heavy armor.

You have a pair of hornet wings that grant you a flying speed of 50 ft. You can hover so you do not fall after ending a movement and are still in the air. However, you must concentrate to stay aloft. This flight concentration does not interfere with your spell casting concentration, but the concentration rules do apply to both. To use this speed, you can’t be wearing medium or heavy armor. Hornet Stinger. You can use your action to make the following attack with your stinger.

You can use your action to make the following attack with your stinger. Stinger. Melee Weapon Attack: Your Dexterity modifier + your proficiency modifier to hit, range 5 ft., one target. Hit: You deal 1d4 + Dexterity modifier piercing damage, and the target must make a Constitution saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes an additional 2d6 poison damage on a failed save, and half as much on a successful one. The extra poison damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.

If the poison damage reduces the target to 0 hit points, the target simply falls unconscious, but is poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

After you have used your stinger, you must finish a long or short rest before the venom in your stinger replenishes.

Mosquito Mosquitos are an insectoid demi-human subspecies who have four insectoid limbs, antennae, compound eyes, an insect abdomen, wings and other traits of a mosquito. Members of the species possess a needle-like proboscis inside their mouths that they use to suck liquids such as blood. While they mainly subsist on blood, they can also drink honey and fruit juices. Mosquito Traits Ability Score Adjustment. Your Intelligence score increases by 1.

Your Intelligence score increases by 1. Extra Limbs. You can use your extra pair of arms to perform an additional object interaction every turn. You can hold one additional one-handed weapon in each arm but can't use the versatile property if said weapon would have it. You also can't benefit from shields, or initiate grapples with yoir extra arms. When using Two-Weapon Fighting you are still limited to one attack as a bonus action unless a class feature says otherwise.

You can use your extra pair of arms to perform an additional object interaction every turn. You can hold one additional one-handed weapon in each arm but can't use the versatile property if said weapon would have it. You also can't benefit from shields, or initiate grapples with yoir extra arms. When using Two-Weapon Fighting you are still limited to one attack as a bonus action unless a class feature says otherwise. Insect Flight. You have a pair of mosquito wings that grant you a flying speed of 50 ft. You can hover so you do not fall after ending a movement and are still in the air. However, you must concentrate to stay aloft. This flight concentration does not interfere with your spell casting concentration, but the concentration rules do apply to both. To use this speed, you can’t be wearing medium or heavy armor.

You have a pair of mosquito wings that grant you a flying speed of 50 ft. You can hover so you do not fall after ending a movement and are still in the air. However, you must concentrate to stay aloft. This flight concentration does not interfere with your spell casting concentration, but the concentration rules do apply to both. To use this speed, you can’t be wearing medium or heavy armor. Mosquito Proboscis. You can use your action to make the following attack with your proboscis.

You can use your action to make the following attack with your proboscis. Blood Drain. Melee Weapon Attack: Your Dexterity modifier + your proficiency modifier to hit, range 5 ft., one target. Hit: You deal 1d4 + Dexterity modifier piercing damage, and you grapple the target. You cannot attack while grappled in this manner. Instead, at the start of each of your turns, the target loses 1d4 + Dexterity modifier hit points due to blood loss, and you regain hit points equal to half the blood loss inflicted that turn.

You can detach yourself by spending 5 feet of your movement. A creature, including the target, can use its action to forcefully detach you by succeeding on a Strength (Athletics) or Dexterity (Acrobatics) check, contested by your Strength (Athletics) check.

After you have used your proboscis, you must finish a long or short rest before you can use this feature again.

Mothman Mothmen are an insectoid demi-human subspecies of insectfolk who possess moth-like attributes, and lack the extra limbs possessed by other insectfolk subspecies. Encountered extremely rarely, mothmen were once thought of as agents of destiny and heralds whose presence preceded catastrophic events where loss of life was expected. However, they do not actually possess these abilities. Nocturnal, like their animal counterparts, they are easily distracted by bright lights and often camp outside of brightly-lit places due to this. Mothman Traits Ability Score Adjustment. Your Wisdom score increases by 1.

Your Wisdom score increases by 1. Size. Mothmen are about the same height as, and weight slightly less than most halflings. Your size is small.

Mothmen are about the same height as, and weight slightly less than most halflings. Your size is small. Improved Darkvision. Your darkvision has a radius of 120 feet.

Your darkvision has a radius of 120 feet. Insect Flight. You have a pair of moth wings that grant you a flying speed of 40 ft. You can hover so you do not fall after ending a movement and are still in the air. However, you must concentrate to stay aloft. This flight concentration does not interfere with your spell casting concentration, but the concentration rules do apply to both. To use this speed, you can’t be wearing medium or heavy armor.

You have a pair of moth wings that grant you a flying speed of 40 ft. You can hover so you do not fall after ending a movement and are still in the air. However, you must concentrate to stay aloft. This flight concentration does not interfere with your spell casting concentration, but the concentration rules do apply to both. To use this speed, you can’t be wearing medium or heavy armor. Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. Sleeping Dust. You can use your action to beat your wings rapidly, blowing sleep-inducing dust in a 15-foot cone. Each creature in that area must make a Constitution saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. Each affected creature falls unconscious on a failed save, falling asleep for 1 minute, or until the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake.

Your sleeping dust has no effect on undead, constructs, and any other creatures that are immune to the unconscious condition.

After you have used your sleeping dust, you must finish a long or short rest before you can use this feature again.