Homebrew Barkwing Species Details

The barkwings are a race of insectoid people hailing from deep forest regions and have since spread across the lands and planes. Their origins are ancient and they are a natural people, but, as is often the case, a wizard got involved and meddled in nature. Seeing that barkwings were intelligent, the magician Uskius began to raise colonies of his own; his interference in their biology was subtle but guided them towards greater awareness and creativity. The exact tipping point was not recorded in his journals, but the barkwings grew over time from assisting and recognizing magic, to performing magic of their own.

Uskius' colonies eventually made their way into unprotected wilderness away from his tower. They made use of their now greater intelligence to cultivate and guard their new territories, those lands beginning to flourish and come alive. The barkwings in the wild also began to display a heightened and even magical connection with nature. Their swarms passed down this knowledge, and this was the basis of their culture: cooperation, harmony, and creativity with magic and nature.

Despite their advances and growth, few people- especially those of urban areas- believe the barkwings are their own race. There have been many attempts to destroy their colonies and drive them out of their forests, people believing that they are simply pests with an overpopulation problem. However, as many flying insects do, the barkwings just moved on and didn't respond with violence unless directly threatened- and in some cases, thanks to their bark-like carapaces, they were able to just stealthily return and go undetected.

Now well established, the barkwings continue their lifestyle of cultivation and discovery, pursuing knowledge. There are some rural communities where they are recognized for their work, establishing trade, and in some cases even joining those humans and halflings and other races away from their colonies. There are a small number barkwings that take up the adventuring life to search for their old keeper and his tower, but most do so now to preserve harmony when their colonies and communities are threatened, applying their curiosity and cleverness to teamwork and solving problems near and far.


Size

Barkwings are Tiny in size, standing at about 1'10" to 2' in size and weighing about 8 pounds.


 

Appearance

The barkwings are overall insectoid in appearance. They stand on two legs have a pair of arms as well as a secondary pair of smaller arms beneath them, and like a beetle have a carapace and wings. Their carapace is what gives them their name, as it has an appearance that resembles the bark of a tree; the exact shade and patterns of it can vary depending on the region the barkwing is from. Their limbs and thorax are a more muted brownish-black, and their heads are somewhat humanoid in shape; they have large compound eyes, and feathery antennae that match the shade of their carapace. They also have a short proboscis that extends from their oral cavity.


 

Age

Barkwings spend their first few years as a caterpillar before becoming a pupa and maturing for several months. They emerge from their cocoons fully grown, and can live for around 40 years. Most barkwings are considered adults at about 10 years of age and elderly at 30 years.


Alignment

Their communal nature leads most barkwings to be Lawful in alignment. The overall ethos of their colony can be determines whether a barkwing leans more towards Neutral or Good alignments. Barkwings are rarely Chaotic or Evil, but there have been cases of colonies whose societies encourage those alignments.


Language

The native language of the barkwings is non-verbal, as like many insects they would communicate through gestures and pheromones. They have, however, picked up Common from their time near the magician's tower and contact with other cultures.

 


Names

Barkwings, due to their communal nature, find individual names for themselves odd and typically don't take one of their own, although they will accept a nickname from their companions of other races.

Barkwing Traits

Barkwings are industrious and communal, and have a taste for knowledge.

Flight

Barkwings are slow relative to other races when walking or climbing, having a base speed of 10. However, they are quick and agile fliers. You have a flying speed of 35, and fall safely to ground at the end of your turn if you don't land. If you have at least two hands free you can land on a vertical surface such as a wall or tree. At level 4 you become able to hover.

Antennae

The antennae of the barkwings make them sensitive to magnetic fluctuations and scent molecules. You always know which way is North, and have advantage on Perception checks that rely on smell.

Light and Speedy

Due to their Tiny size and insectoid nature, barkwings are unable to wear armor. However, their light weight, agility, and fairly tough exoskeleton make landing a solid hit on them difficult for most. You are unable to wear armor, base AC is 13 plus Dexterity modifier modifier.

Crafty

Industrious and creative, barkwings are able to make the most of natural materials available to them, crafting simple equipment from harvested resources.

As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.

Bark Carapace

The bark-like carapace of the barkwings enables them to blend in easily with outdoor environments. You can attempt to Hide even when only lightly obscured by vines, leaves, undergrowth, moss, or similar phenomena.

Swarm Lore

The arcane energies that helped form barkwing culture have augmented their harmony with nature and left a strong imprint on the communal traditions of their colonies. Choose one proficiency and related cantrip from: Arcana and Prestidigitation, History and Guidance, Nature and Druidcraft, Medicine and Resistance.

Secondary Arms

You have two slightly smaller secondary arms below your primary pair of arms. The secondary arms can manipulate an object, open or close a door or container, pick up or set down a Tiny object, but are unable to wield shields or weapons on their own.

Ability Score Increase

Your Dexterity score is increased by 2, and you have a choice of +1 Intelligence or Wisdom.

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