Homebrew Mothfolk Species Details
Size
Mothfolk are about 3 feet tall, some are rarely 4 feet tall. They have small, lightweight bodies that weigh between 60 and 80 pounds. Your size is are small-medium.
Alignment
Mothfolk are chaotic good to chaotic neutral. Noble leaders and warriors might be lawful, while explorers and adventurers might tend toward chaos.
Darkvision
Are accustomed to twilit forests and the night sky, and have superior vision in dark and dim conditions. 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 see color though only grayscale.
Sunlight Sensitivity
You have a 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.
Age
Mothfolk may reach maturity by age 15-25, but they're considered young until they reach the age of 50. Their average lifespan is unknown due to all known deaths not being natural.
Movement
Can not swim well, basically the jellyfish of insects. If the current changes that's where they go.
Languages
Can speak, read, and write Common, and Sylvan.
Appearance
They have two sets of arms and an antenna. Hands end in small claws. There is a thin layer of fur coving the entire body.
Mimetic Color
Mothfolk's hair is usually grey, brown, black, or white, depending on the environment, which makes for great camouflage. You have proficiency with the Stealth skill. Additionally, if you stand still next to or on top of bark, stone, moss, or such things that are of the same color as your hair, you are indistinguishable from it.
Diurnal Camouflage
You have an advantage on Stealth checks that rely on sight when in bright light and sunlight.
Lamp
When you see a source of bright light for the first time, you must make a DC 10 Wisdom saving throw. On a failed save, you must use your movement to fly towards the source of light. You repeat the saving throw at the start of each of your turns, ending the effect on yourself on q success. Once you succeed, you aren't susceptible to this trait until you finish a short or long rest
Defense Strategy
As a reaction to taking damage, you can spurt a nauseating fluid at the attacker. Each creature in a 15 feet line that goes from you to the creature that has hit you must make a Constitution saving throw or take 2d6 poison damage. The DC for this save equals 8 + your Constitution modifier. You can't use this trait again until you finish a long rest.
Mothfolk Traits
Mothfolk
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