Homebrew Kytinn Species Details
'It is my belief that the Kytinn wish to unify all races. Now, You would think that would be a noble and just cause, and one which we should welcome. Sounds altruistic until you hear the methods under which they plan to do this. Assimilation through devastation, forcing every race into being incubators, taking that which makes them unique and twisting it into their own terrible image.'
— Falso Bradyn, Tales of House Bradyn
The Kytinn are a sentient race of insect humanoids. They make their homes in hives often located in the Underdark and are typically colonial in nature. If the hive is destroyed, then the Kytinn will be forced to find a new place to live. Insight and loyalty are uncommon in their society, most Kytinn strive to become elders in their society, and those who attain that goal are often the most ruthless among them. Kytinn are typically shunned by other races for a number of reasons. Kytinn have a reputation for being kidnappers and cruel murderers, as well as their physiology and customs being deemed disgusting by most intelligent cultures.
Bound by the Hive
Kytinn, despite being an intelligent race, are bound by a cocktail of pheromones excreted by their queen and members of their own hive which keeps members of Hive content with their jobs in the Hive. As such it is rare for Kytinn to strike off on their own and become explorers, meaning that many don't trust those who claim to have become separated from their Hive and the pheromones which indenture them, seeing them as spies or liars vying to get a chance to abduct unsuspecting explorers. Kytinn explorers tend to be those with a parent from another race, as this difference gives them more chance to resist Kytinn pheromone conditioning.
Birth from Death
Kytinn offspring begins as larvae which look similar to maggots. The offspring grows inside the body of a victim which becomes a cocoon. the offspring eventually emerges in a humanoid form, killing the victim in the process. Kytinn do not hatch their young within the bodies of unintelligent "lowly" creatures, as this is seen as an act which serves no purpose but to dirty Kytinn bloodlines and is an insult to Kytinn heritage.
When growing up, most Kytinn go though similar phases, this is due to most host bodies tending to be humanoid denizens of the Underdark, predominately Drow. However swarms of Kytinn will sometimes venture to the overworld for various reasons; hunting, testing the waters for a Kytinn expansion above ground, but a major reason is reproduction. Many disappearances are the cause of Kytinn abductions. These abductions are almost always with the purpose of using the victims as incubators for their young. Kytinn born from Dwarves may inherit dwarvish hardiness and typically grow up to have jobs as fighters or craftsmen for their hives, Kytinn born from Orcs will inherit their stockier builds and aggressiveness, and tend to lead raiding parties or hunt for the hive. Elves have the least affect on Kytinn physiology, scholars hypothesise that this is due to the generations of Drow abduction and impregnation; that Kytinn genealogy is now irreparably tied to Elves. Kytinn abduct human cocoons for their inquisitiveness. ambition and adaptability, using their offspring as tacticians or, on rare occasions, negotiators . However Kytinn with human heritage are the most likely to resist pheromones and strike out on their own. (Talk with your DM about extra quirks to your character given their heritage, for example you may want Changeling heritage and the ability to temporary shape-shift or contort your face, if you do this you may want to forego one of Adaptive Evolution perks)
A Kytinn isn't restricted by it's heritage though, as Kytinn can adapt to their environment given enough time and experience in that location. Some Kytinn have developed wings for short controlled bursts of flight, whether this be to scout or to outrun denizens of the underdark. Kytinn combatants can elongate their ovipositors, or grow extra sharp appendages to use in combat.
Similar and Diverse
Average Kytinn bred for Drow tend to similar to humans in height and build but are more naturally lithe and flexible. Their facial features have a chitin, segmented cast, with large eyes, flat noses and ears which are more like small holes in the sides of their heads. Hair growth is uncommon among Kytinn but not unheard of, typically all Kytinn are bald.
To races unfamiliar with the insect-like Kytinn, their appearance can be unsettling. They are often mistaken for monsters, and sometimes fall into that misconception because of their beliefs and mentality, not that there aren't many Kytinn hives which are hostile in nature. Kytinn chitin tends to be predominately yellow, with black markings. Kytinn height and build can variy depending on the birth host. height can range from a little over 5 feet and up to 7 feet tall.
Respect through Kombat
Kytinn don't often live among humans and often keep to the Underdark. Occasionally swarms of hostile Kytinn may stray to other hives or even the sometimes the surface world looking to expand. Kytinn tend not to be religious, certain hives may have their own beliefs or share beliefs with tribes they are friendly with, but as a whole, Kytinn tend to be more concerned with the well being of the Hive, as this is seen as the best way of self-preservation
Most Kytinn have a natural inclination toward classes which allow them to feel the rush of kombat. A Kytinn ranger indulges their urge to wander and hunt. A Kytinn rogue harnesses their own predatory instincts, whether that be to kill or to scout for other combatants. A Kytinn fighter may enjoy the sport of gladitorial kombat, an activity which some Kytinn tribes use to settle disputes between individuals or groups. Kytinn as a race are highly adaptive though, so they can fit within any class. The reason for this may be their role when they lived in the Hive, or some natural affinity they acquired from their cocoon. Some hives boast to have clutches of dangerous magic-wielders, spawned from the bodies of wizards, sorcerers and clerics.
Kytinn Names
Kytinn reach adulthood very fast, becoming adults within 9 years of hatching from their cocoon, whilst Kytinn young are referred to as larvae, they adopt a humanoid form from birth. Some Kytinn go by a pack or clutch name when growing. When a Kytinn has reached maturity and proven itself useful to the hive, it is then given a name and occupation that is deemed suited to them by the hive elders, some Kytinn may keep their clutch name for their entire lives.
Some Kytinn adventurers will adopt new names once leaving the Underdark, maybe a name they took from a friendly stranger they met on a forest path. Some Kytinn take the name of their Hive.
Kytinn Names: D'vorah, Ka'cho, Pak'chkit, Kri'Relka, Arnyak
Kytinn Traits
Kytinn take advantage of their natural nimbleness and adaptive physiology.Ability Score Increase
Your Dexterity and Intelligence scores increase by 1.
Age
Kytinn are quick to mature both physically and emotionally, reaching young adulthood at age 9. Kytinn spawned from elves rarely live to be more than 150 years old, although this can vary depending on the maximum age of the cocoon body the Kytinn was spawned from.
Alignment
Kytinn tend toward evil, being focused on thriving over all else, they rarely stray towards good. Kytinn tend to be either chaotic
Size
Kytinn range from 5 to almost 7 feet tall, depending on their other race. Your size is Medium.
Speed
Your base walking speed is 30 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.
Nimble Frame
You have proficiency with the Acrobatics skill.
Adaptive Evolution
Your body has been altered to incorporate certain characteristics either from your host cocoon or from adapting to your environment. You choose one enhancement now and a second enhancement at 5th level. When choosing one at 5th level, you can pick from one of the 5th level enhancements, or one from the list of 1st level enhancements.
1st Level Options
- Small WIngs: Your fly-like wings can slow your fall and allow you to fly for a short amount of time. When you fall and aren't incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend. You can also initiate flight for 12 seconds, with flight speed equal to your walking speed. you can initiate flying a number of times equal to your dexterity modifier (minimum of 1), and you regain all expended uses of it when you finish a long rest.
- Nimble Climber: You have a climbing speed equal to your walking speed.
- Underwater Adaptation: You can breathe air and water, and you have a swimming speed equal to your walking speed.
5th Level Options
- Grappling Appendages: You have two special appendages growing alongside your arms or out of your back. They are either claws growing underneath your arms which deal bludgeoning damage or Ovipositors from outside of your back which deal piercing damage. Each of these appendages is a natural weapon, which you can use to make unarmed strikes. If you hit with it, the target takes damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Immediately after hitting, you can try to grapple the target as a bonus action. These appendages can't precisely manipulate anything and can't wield weapons, magic items, or other specialized equipment.
- Carapace: Your skin in places is covered by a thick shell. You gain a +1 bonus to AC when you're not wearing heavy armor.
- Acid Spit: As an action, you can spray a stream of acid from glands in your mouth or arms, targeting one creature or object you can see within 30 feet of you. The target takes 2d10 acid damage unless it succeeds on a Dexterity saving throw against a DC equal to 8 + your proficiency bonus + your Constitution modifier. This damage increases by 1d10 when you reach 11th and again when you reach 17th level. You can use this trait a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
- Tunneller: You can now dig and tunnel under the earth. You use up half of your movement to enter the earth, then move normally while moving within it. While moving in this way you may choose to leave a tunnel through the earth provided it doesn't collapse behind you. Starting at 10th level, you can burrow through solid rock at half your burrowing speed and you may choose to leave up to a 5 foot-wide, 6-foot-high tunnel in your wake. While you are burrowing, you have tremorsense in a 30-foot radius. When trying to move though waterlogged earth, it is considered difficult terrain.
Languages
You can speak, read, and write Common, Kytinn and one other language.
Previous Versions
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Posted Jan 7, 2022hey can you send me this as a pdf by gmail? my gmail is cupcakedragon02@gmail.com