Beetlefolk 1 "In God’s infinite wisdom, He designed the basic beetle body with the capacity for amazing variety and versatility. The elytra, shared by all beetles, is not due to common ancestry but common design. God created a multitude of beetle kinds that share this same basic pattern. However, He also formed them with many unique differences (both anatomical and behavioral) to carry out many important roles that sustain our fallen world, while still displaying His glory." 1 The result of experimentation on beetles in time lost to history, Beetlefolk have developed into their own race of people. Diverse and adventurous, they are a unique race that scatter all throughout the world, living varied lifestyles dependant on how their unique subraces have developed. Forced Evolution Beetlefolk were once small beetles that crawled around like any other insect. That changed a very long time ago when a kingdom called upon the help of a local cult of druids and wizards to do some magical experimentation. They believed they could create a perfect slave species out of beetles due to their diverse nature, being able to take on many tasks. These experimentations were wildly successful, forcing a variety of beetle species to go through rapid evolution into humanoids while retaining most of their traits useful for labor. They were not enslaved long, however, as they were capable of even more than originally thought, easily breaking free from captivity and spreading across the land. These original Beetlefolk took their new autonomy and did not squander it. This past is the reason Beetlefolk have extreme pride in their culture and a strong sense of freedom and adventure, not wanting the feeling of being chained down. Masters of Land, Air, and Water Beetlefolk are naturally equipped to tackle most terrain they come across in their lifetime. Their original physiology of standard beetles has transfered well to their humanoid form. Many, however, have developed to handle certain landscapes better than others, specializing in a field of travel. These different means of getting around their environment have led to cultural and geographical divides. Land is the most natural place for the majority Beetlefolk. The humanoid form they gained is naturally suited for land more than anything else. Because of this, all Beetlefolk have retained the ability to climb most surfaces, having on their arms and legs a combination of claws and small, slightly sticky hairs that strongly grip onto surfaces. This lends very well to their generally adventurous lives. Air is the next most common place to find a Beetlefolk. Many have retained their ability to fly in their humanoid form, usually due to a lighter frame. This capability usually leads to an even more free spirited lifestyle than that of other Beetlefolk. Some Beetlefolk, however, have either lost the ability of flight that their ancestors once had or they simply never had it to begin with. Water is a more rare domain for a Beetlefolk, but some are able to call it home nonetheless. The Beetlefolk who have adapted to live in these watery areas have developed more









































Creepy But Kind Beetlefolk generally have an off putting appearance for most common races, essentially being giant bugs. However, any uneasy feeling is usually alleviated when interactions begin with the Beetlefolk. They are a very caring and kind race and are very capable and willing to show compassion for others. paddle-like limbs and smoother exoskeletons to aid in their traversal of the terrain. They also have developed their wings in a way other than flight, using the elytra to trap an air bubble as they submerge that allows them to breathe while underwater. Strange Appearance Beetlefolk essentially look like very large beetles but with more humanoid features. They come in many shapes and sizes but are generally broad and rounded. While their body shape and color vary greatly, Beetlefolk share many traits. They have 6 limbs with 3 claws on each hand and foot, a standard humanoid mouth and eyes, antenna on their temples, a shorter neck and lower set head, and sturdy plates on their back, called elytra, that protect their wings. These traits can have many variations depending on the subrace, but are always present on all Beetlefolk. Some Beetlefolk have even more features, such as horns, that can make them look more off putting than they already do. Spread Across the Map Since Beetlefolk come in many shapes and sizes and have a variety of talents, they usually group with Beetlefolk who are similar to them. This isn't out of disdain for those that are

Freedom of Choice Choice is a very important thing for a Beetlefolk. They value freedom and individual rights above all else. They do not like to be constrained by things outside of their power. Beetlefolk are willing to be a part of a group or an organization, but it is accepted that they have the freedom to withdrawl at any point, without consequence, if they wish. different, but for preference of certain terrain and ease of travel in those areas. Sometimes communities do form with a wide variety of different types of Beetlefolk, but it is fairly uncommon. Beetlefolk can be found almost anywhere. Land based Beetlefolk can be found anywhere from mountains to deserts to forests. Water based Beetlefolk can be found nearly anywhere with water, but prefer fresh water to salt water. Beetlefolk with flight prefer to settle in open areas like fields or high altitude places to make proper use of their wings. However, any Beetlefolk is happy being anywhere in nature, as long as its by their own choice. Beetlefolk Names Beetlefolk have personal names given to them at birth by their family, but do not take up family names. Most Beetlefolk, however, usually end up going by nicknames given by themselves or close friends. Male Names: Calos, Carab, Ceram, Chafer, Chrys, Dorcus, Enoch, George, Gyrin, Herc, John, Pacno, Paul, Philo, Rhin, Ringo, Scar, Scol, Tagen, Tenebrion, Tisc, Tricho

Calos, Carab, Ceram, Chafer, Chrys, Dorcus, Enoch, George, Gyrin, Herc, John, Pacno, Paul, Philo, Rhin, Ringo, Scar, Scol, Tagen, Tenebrion, Tisc, Tricho Female Names: Aura, Cindela, Cinel, Clerid, Dyna, Eleanor, Epila, Harpa, Lady, Lamii, Latrei, Lucy, Madonna, Myla, Nica, Olepta, Optera, Popi, Silph Beetlefolk Traits Your Beetlefolk character has certain traits in common with all other Beetlefolk. Ability Score Increase. Your Constitution score increases by 1. Age. Beetlefolk reach adulthood at age 10 and live to be around 50. Alignment. Most Beetlefolk are chaotic good. With such a high focus on freedom and personal choice, nearly every Beetlefolk favors chaos. Their compassionate and kind disposition also leads to many being good. Their sense of sympathy and care for others stops their chaos from being harmful, but more adventurous. Multiple Arms. You have four arms. The top, primary pair are normal, but your bottom, secondary pair are smaller and weaker than your primary pair, causing certain tasks to either be too difficult or get in the way of the primary pair. Your secondary pair of arms can not use shields, can only attack with light weapons or unarmed strikes, can not grapple or shove creatures, and can only push, drag, or lift half your normal amount. You can also interact with an object or feature of the environment, during either your move or your action, for free, one additional time, as long as one is performed using your secondary pair of arms. Unusual Shape. You have strange features

for a humanoid and this means that standard

armor will not fit you and has to be crafted

specifically for you body. This cost is two times

the equivalent armor made for a normal

humanoid. Any armor from your starting equpment

is assumed to already be fitted to your body and

does not have an increased price. Creepy Crawly. Beacuse of your claws and special hairs on your limbs, you have a climb speed of 25 feet. Your claws mainly aid in climbing but can be useful in some combat situations. If you hit with an unarmed strike using your claws, you deal slashing damage instead of the bludgeoning damage normal for an unarmed strike. Hybrid Nature You have two creature types: humanoid and monstrosity. You can be affected by a game effect if it works on either of your creature types. Languages. You can speak, read, and write Common and one extra language of your choice. Beetlefolk encounter many other races as they explore the world and learn their languages to better expand their adventuring options. Subrace. There are three main subraces of Beetlefolk: Ladies, Divers, and Rhinos. Many more exist, but these three are the most abundant. Choose one of these subraces. Lady Ladies are more free spirited and jovial than other Beetlefolk, due to the freedom of flight, and wherever they travel, good fortune seems to follow. They are the smallest of the main subraces, but are pretty hardy for their size. Ability Score Increase. Your Wisdom score increases by 2. Size. Ladies are about 4 feet tall and average around 75 pounds. Your size is small. Speed. Your base walking speed is 25 feet. Flight. You have a flying speed of 30 feet. To use this speed, you can't be wearing medium or heavy armor. You can't fly while wearing armor unless it is made to accomodate your elytra and wings, allowing them to extend out. Lady Luck. You know the Guidance cantrip. Wisdom is your spellcasting ability for it. Diver Divers tend to be more quiet and reserved than other Beetlefolk, but are more fierce attackers. Divers have very smooth, streamlined bodies and wider, flatter limbs that allow them to glide through water with ease. They also have a couple small suction cups on their palms to help grip prey or slippery surfaces while underwater. Ability Score Increase. Your Dexterity score increases by 2. Size. Divers are about 5 feet and average around 100 pounds. Your size is medium. Speed. Your base walking speed is 30 feet, and you have a swimming speed of 30 feet. Diving Expert. Divers mainly eat fish and other aquatic life, diving deep to hunt their prey, not letting them escape. While underwater, if you aren't wearing medium or heavy armor, you can take the dash action as a bonus action. Additionally, you ignore any drawbacks caused by a deep, underwater environment.