| Mod | Save | ||
|---|---|---|---|
| STR | 16 | +3 | +3 |
| DEX | 15 | +2 | +2 |
| CON | 14 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 6 | −2 | −2 |
| WIS | 12 | +1 | +1 |
| CHA | 7 | −2 | −2 |
Powerful Legs. The cricket bugfolk's jump distance is tripled, and its long jump does not require a running start.
Chirping Communication. The cricket bugfolk can communicate simple emotions, warnings, and directions to other cricket bugfolk through chirps. Other Bugfolk can learn to understand these signals with practice.
Kick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) bludgeoning damage.
Startling Chirp (Recharge 5–6). Each creature within 10 feet of the cricket bugfolk that can hear it must succeed on a DC 11 Constitution saving throw or be deafened until the start of the cricket bugfolk's next turn. A creature that fails also has disadvantage on its next attack roll before then.
Civilian Role: Musician, messenger, scout, farmer, or entertainer.
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