Beetlefolk Race 5e In the Gods infinite wisdom, they 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. The Gods created a multitude of beetle kinds that share this same basic pattern. However, They 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 their glory. 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. 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 especially their allies and friends who they will usually protect until the end. 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 the 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, or strange patterns, that can make them look more off putting to other races than they already do. 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. 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 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 150. 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 than your primary pair, causing certain tasks to either be difficult or they get in the way of the primary pair.

Your secondary pair of arms can not use shields, can only attack with unarmed strikes, can assist you to grapple or shove creatures giving you advantage on the check, 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. 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. 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. At the discretion of your DM you can also communicatewith others of your kind using your anntenna and clicking sounds. Subrace. There are five main subraces of Beetlefolk: Stags, Divers, Ladys, Wasps and Rhinos. Many more exist, but these Five are the most abundant. Choose one of these subraces. 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. Scuba Bubble. You can trap air in a bubble under the base of your elytra as you dive underwater. This bubble supplies air to your whole body. You can hold your breath for 15 minutes while underwater, then the bubble will run out of air. Beetle Grip. You have more tiny hairs on your hands than other beetlefolk that help grip things underwater, but are also useful on land. You have advantage on ability checks to avoid being disarmed and to maintain a grapple. Additionally, you have advantage on ability checks to avoid being moved against your will or knocked prone while you are climbing. Stags tend to be a bit more aggressive towards other creatures, but are very useful for moving large objects thanks to their large jaws that can carry heavy amounts. Their jaws are also lined with sharp teeth that help them tear up their prey. Ability Score Increase. Your Strength and Constitution scores both increases by 1. Size. Stags are about 5 feet and average around 120 pounds. Your size is medium. Speed You have a walking speed of 30ft Flight. You have a flying speed equal to half your movement speed. Jaws. You sport a pair of powerful jaws that you can use to cleave enemies as an action. Your jaw deals 1d6 + str piercing damage, and increases in damage when you reach 10th level to 1d8. Tosser. You have advantage on Strength (Athletics) checks to throw things. Natural Burrower. You have a burrow speed equal to half of your movement speed. In addition to this when you use the Hide action you may immediately burrow yourself just below the surface into sand or loose soil. Creatures that try to detect you while you are burowed take a -5 penalty to their ability checks to find you, as long as you remain their without moving or taking actions. While burrowed near the surface you have vision, may breathe freely, and may emerge as a bonus action. Rhino Rhinos are the largest, hardiest, and most warlike Beetlefolk, relishing the rush of battle. Their signature feature is their set of large horns. These horns vary in length, shape, and number from person to person. All rhinos have one horn on their forehead and one or two supporting horns coming out of their upperback. They enjoy wrestling with these horns in their free time and in combat they use them to grab foes and lift them into the air. Ability Score Increase. Your Strength score increases by 2. Size. Rhinos stand at an average of 6 feet, not including their horns, which can be up to 3 feet long. Their average weight is about 250 pounds. Your size is medium. Speed. Your base walking speed is 25 feet. Limited Flight Unlike their miniature cousins, Rhinos cannot fly. However, because they do have functioning wings, they are able to slow their descent. Falls from 40 ft or less deal no damage if you're not incapacitated. You can't fly while wearing armor unless it is made to accomodate your elytra and wings, allowing them to extend out. Horns. Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. These horns work together to function as plier-like tools and weapons.

You are able to grapple creatures your size or smaller with your horns. If you successfully grapple a creature in this way, you can choose to deal damage as if you hit them with your horn attack. While a creature is being grappled by your horns, you can not use them to make an attack. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Natural Armor. You have a thick exoskeleton. When you aren't wearing armor, your AC is 15 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. Unique Horns Rhinos have the most physical variation among their own subrace out of all types of Beetlefolk. This is due to the horns they all have. These horns are different for every rhino, with no two sets of horns looking exactly the same except for the rare case of twins. While the appearances of these horns are unique from person to person, they all fit within three categories: forks, pincers, and piercers. These horn types lead to differing fighting styles among rhinos. For a clearer idea of your options, there are many images of beetle horns to reference online to draw inspiration from. 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 30 feet. Limited Flight. Unlike their miniature cousins, Ladys cannot fly. However, because they do have functioning wings, they are able to slow their descent. Falls from 40 ft or less deal no damage if you're not incapacitated. 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. Wasp Ability Score Increase. You have +1 to your Charisma and Dexterity score. Size. You are usually between 5 ft and 6 ft, though some may be a bit taller. Your size is medium. Speed. Your base walking speed is 30 ft. Enhanced Perception. Due to your hive origins, you have sensitive antenna and compound eyes. You have +1 to your passive Perception and your Perception skill. Small Wings. Unlike their miniature cousins, Wasps cannot fly. However, because they do have functioning wings, they are able to slow their descent. Falls from 40 ft or less deal no damage if you're not incapacitated. Stinger Blades. You have evolved to have a retractable blade like stinger on the outer par of each arm. Your stinger deals 1d6 piercing damage, and extra poison damage equal to half of your level rounded down, and increases in damage when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Feats All Terrain Beetle Prerequisite: Beetlefolk As a natural wanderer, you traverse the land easily and can survive better in a variety of environments. You gain the following benefits: Your speed increases by 10 feet. You have advantage on Wisdom (Survival) checks to avoid natural hazards and on saving throws made to avoid exhaustion by environmental hazards. Your current level of exhaustion counts as one level lower than it is. Flight Practice Prerequisite: Beetlefolk (Wasp/Lady/Rhino) Through training and dedication, and possibly some magic, you have developed your wings to properly fly. You are now capable of flight. You have a flying speed equal to your walking speed while not wearing heavy armor. Luck Be a Lady Prerequisite: Beetlefolk (Lady) The good fortune that you seem to emanate grows stronger. You gain the following benefits: You can cast the Bless spell as a 2nd-level spell once, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. You gain 1 luck point as per the Lucky feat. In addition to their normal uses, when an ally within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to spend a luck point and give them the benefits of it. You regain this expended luck point when you finish a long rest. You may take this feat multiple times increasing the amount of uses to a maximum of 3. Potent Poison Prerequisite: Beelebolk (Wasp) Over the course of your life the poison held within your stingers has grown more potent and deadly. You deal an extra 1d6 poison damage with your stingers. Creatures you hit with your stingers are poisoned until the end of their next turn. Firmly Planted Prerequisite: Beetlefolk(Rhino/Stag) You've learned to stand your ground better than most others. You can reduce the distance you are pushed by 10 ft. When something should usually knock you prone, roll a Dexterity (Athletics) check. If you roll a 15 or greater, you are not knocked prone. If there is already a check for it, you have advantage on the check.