Homebrew Bee-folk (Apians) Species Details
Beefolk, also known as Apians, are bees who have made their hives within the confines of a high mana zone.
Appearance The wild magics of their home rapidly mutate them into much larger and more intelligent creatures. Some Apians have stubby round insectoid bodies while others have slender, lightweight bodies with thin limbs. In both cases, their skin is covered in a fine fuzz that varies in color from golden-yellow to black, and their eyes are large and multifaceted. Due to the rapid and magical method of their mutation, Apians tend to develop unique traits distinctive to their hives. Even two Apians from the same hive will tend to differ based on their role in society.
Society Beefolk are known for their hardworking nature, their love for flowers and honey, and their fantastical diversity. They have a strong sense of community and empathy for other creatures, and they value order, discipline, and hard work.
Beefolk society is structured around its hives, with each hive being led by a queen or king. The hive provides a safe and nurturing environment for its members, and the members work together to gather food, protect the hive, and care for the young. Each hive is unique in its power structure. Some hives follow a single queen while others have entire royal families or councils of elders. Some Beefolk lie in giant hives built inside of mountains while others choose to make communities of smaller houses like hives. There have even been cases of the Beefolk working with other races to make mixed communities, building their hives alongside other buildings.
Abilities In addition to their natural abilities, some Beefolk possess additional racial features. For example, some Beefolk can produce honey with medicinal properties that can be used to restore stamina and cure wounds. Many Apians who spend their time looking for nectar tend to develop wings while those who guard the hive get tough shells.
Life spans Apians are all born as small baby larva that spends the first three years of their life being nurtured and exploring their hive. At around three years of age, the larva Apian will begin a process called a long dream. The larva will spend a long time sleeping inside of a cocoon while its body rapidly grows and changes. It is said that during his time the Apian dreams about what it wants to become and will take an appearance based on what it learned while exploring its hive. After a few months, a fully matured Apian will emerge from the cocoon taking on an appearance suited for its dream job. Some Apians have also wildly changed into something different during this time if they dream vividly enough. Cases have reported some change in color or even emerge completely different from the Apians in their hive.
There are also tales of a random occurrence among the Apians called the second dream. Where an adult Apian will mutate further after going through several life-changing experiences. This is documented primarily in Apians who left their hive homes to explore or adventure. Normally Apians have a life span of about 40 years. However, there have been tales of Apians who socialize with other races living much longer.
Alignment Beefolk tend towards lawful and neutral alignments. They are a peaceful race, but they will defend themselves and their hives if threatened. They are not easily angered, but they have a strong sense of justice and will seek to right any wrongs that are done to them or their hive.
Overall, Beefolk are a unique and interesting race with a strong connection to the natural world. They make excellent scouts, warriors, and healers, and their deep sense of community and empathy for others makes them valuable allies to have.
Creating a Beefolk
Ability Score Increases
When determining your character's ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The "Quick Build" section for your character's class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can't raise any of your scores above 20.
Natural Attunement
You have proficiency in the Nature skill.
Language
Beefolk have a strong connection to the world and their neighbors. They can speak, read, and write Common and Apian, a language made up of buzzing sounds and body language that only Bee-folk and giant bees can understand. However, they can quickly learn Common Sign Language as nonverbal speech comes to them easier. Apian has two distinct dialects: the "loud dialect", which is used in debates and to tell a lot of information in a short time, and the "soft dialect", which can be spoken with just the arms and head.
Age: Beefolk reach maturity at around 3 years of age and live an average of 40 years.
Size
You are Medium or Small. You choose the size when you select this race. Small Beefolk tend to resemble bees while Medium sized ones have more humanoid features.
Speed
Your walking speed is 30 feet.
Hive Specialization
Your body has magically evolved to suit your role in an Apian hive. You choose one specialization now and a second enhancement at the 5th level.
At 1st level, choose one of the following options:
- Honey Worker: You have an innate ability to produce honey with medicinal properties. Once per day, you can produce a small amount of honey (1 oz.) that can be consumed or distributed as an action to regain 1d4 + your con modifier hit points. The amount of hit points regained is equal to 1d4 + your Constitution modifier. You must have a container to store your honey
- Winged Scout: You have a pair of insectoid wings and gain a fly speed of 20ft. Though you cannot fly while wearing heavy armor.
- Armored Guardian: While you aren't wearing armor, your Exo-skeleton gives you a base Armor Class of 13 + your Dexterity modifier.
At the 5th level, your body evolves further, developing new characteristics. Choose one of the following options:
- Royal Crown: You grow a crown-shaped ridge or horns on your head to signify your royal lineage. You know the infestation cantrip. You can cast the locate animals and plants spell with this trait. When you cast this spell to find plants it does not consume a spell slot or require material components. you also learn an additional second-level spell based on your level-one specialization. You may cast that spell once a day without consuming a spell slot. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
- Honey worker: You learn the web spell.
- Winged Scout: You learn the gust of wind spell.
- Armored Guardian: You learn the enlarge/reduce spell.
- Heroic Stingers: You grow a pair of sharp stingers on your wrists. These stingers are natural finesse weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike. Your stingers also gain an additional effect determined by your other Specialization.
- Honey worker: Your stingers deal an additional 1d6 poison damage on hit.
- Winged Scout: Your Stingers have an additional 5ft of reach
- Armored Guardian: You can make a stinger attack as a bonus action
- Vanguard Appendages: You grow 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, cast with material or somatic components, or wield a weapon that has the light property. You also gain an additional ability determined by your other specialization.
- Honey worker: In addition to the honey you produce you also produce 1oz of royal jelly that can be consumed as an action to give 1d10+ your constitution modifier in temporary hit points.
- Winged Scout: Your fly speed now equals your walking speed.
- Armored Guardians: As a reaction to taking damage, you can create a shield out of pollen that has collected on your body. It provides resistance to all damage until the start of your next turn. Once you use this feature, you can't use it again until you finish a short or long rest.
Bee-folk (Apians) Traits
As a Beefolk player character, you have the following traits.Age
Age: Bee-folk reach maturity at around 3 years of age and live an average of 40 years.
Size
You are Medium or Small. You choose the size when you select this race.
Speed
Your walking speed is 30 feet.
Natural Attunement
You have proficiency in the Nature skill.
Hive Specialization
Your body has magically evolved to suit your role in an Apian hive. You choose one specialization now and a second enhancement at the 5th level.
At 1st level, choose one of the following options:
- Honey Worker: You have an innate ability to produce honey with medicinal properties. Once per day, you can produce a small amount of honey (1 oz.) that can be consumed or distributed as an action to regain 1d4 + your con modifier hit points. The amount of hit points regained is equal to 1d4 + your Constitution modifier. You must have a container to store your honey
- Winged Scout: You have a pair of insectoid wings and gain a fly speed of 20ft. Though you cannot fly while wearing heavy armor.
- Armored Guardian: While you aren't wearing armor, your Exo-skeleton gives you a base Armor Class of 13 + your Dexterity modifier.
At the 5th level, your body evolves further, developing new characteristics. Choose one of the following options:
- Royal Crown: You grow a crown-shaped ridge or horns on your head to signify your royal lineage. You know the infestation cantrip. You can cast the locate animals and plants spell with this trait. When you cast this spell to find plants it does not consume a spell slot or require material components. you also learn an additional second-level spell based on your level-one specialization. You may cast that spell once a day without consuming a spell slot. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
- Honey worker: You learn the web spell.
- Winged Scout: You learn the gust of wind spell.
- Armored Guardian: You learn the enlarge/reduce spell.
- Heroic Stingers: You grow a pair of sharp stingers on your wrists. These stingers are natural finesse weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike. Your stingers also gain an additional effect determined by your other Specialization.
- Honey worker: Your stingers deal an additional 1d6 poison damage on hit.
- Winged Scout: Your Stingers have an additional 5ft of reach
- Armored Guardian: You can make a stinger attack as a bonus action
- Vanguard Appendages: You grow 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, cast with material or somatic components, or wield a weapon that has the light property. You also gain an additional ability determined by your other specialization.
- Honey worker: In addition to the honey you produce you also produce 1oz of royal jelly that can be consumed as an action to give 1d10+ your constitution modifier in temporary hit points.
- Winged Scout: Your fly speed now equals your walking speed.
- Armored Guardians: As a reaction to taking damage, you can create a shield out of pollen that has collected on your body. It provides resistance to all damage until the start of your next turn. Once you use this feature, you can't use it again until you finish a short or long rest.
Previous Versions
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11/4/2024 1:22:49 AM
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79
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5
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1.5
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Coming Soon
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