Homebrew Royal Mothfolk Species Details
Moody and perplexing, isolated and elegant, tough and passionate, the ways in which one might describe the mothfolk are many - although those capable of pronouncing the true name of the species are few and far between. They're a quiet breed with a tendency toward nature - solitary, yet intimate creatures with a penchant for thought and ritual. Often on their feet or in the skies, even the most fierce and untamed of mothfolk carry an attitude of worldly place that comes from their nomadic lifestyle. They owe their lives to the land they come from, and often find themselves responsible for its protection. Pensive, loving, determined, and gentle, the mothfolk are hidden away, but not to be overlooked.
Enigmatic and Uncanny
Mothfolk are a mysterious, reclusive race found in the lost reaches of the world, seldom seen in more "civilized" places. Tall and often silent, mothfolk have a reputation for being cryptic and thoughtful - although in reality many of them stay silent because they know the thrumming, clicking sound of their communication makes the more "normally-speaking" races uncomfortable.
The appearance of a mothkin is also not something that most are accustomed to. Their large, heavy wings hang around their tall humanoid bodies like cloaks, and their inhuman faces with antennae and compound eyes may prove off-putting to those with strong aversions to all things insectoid. Sometimes covered in fur, these four-armed, three- fingered creatures are the subjects of many countryside myths and legends about giant bugs that stalk the night, preying on children - although these myths vary wildly in truthfulness.
Short Lives, Long Tempers
Mothfolk are not the longest-lived of creatures, the very oldest living only until their late fifties. With such a short life, mothfolk have learned to live life to the fullest. Many pursue intellectual or mindful pursuits, becoming librarians or philosophers, pontificating on the nature of life and knowledge itself.
Still others decide to live their relatively brief lives adventuring, seeing the world, becoming as well-traveled and renowned as they can before passing their fortunes on to their children. A common thread throughout most mothfolk, though, is that they are slow to anger. It is instilled in most mothfolk as early as the larval stage, regardless of culture, that life is too short to be spent angry.
Metamorphic Creatures
Unlike most other common races, mothfolk do not develop as the same creature from when they are born. Mothfolk begin their lives as larvae, often a part of a brood of ten or more. After almost a year of nurturing and feeding from the mother, during which the larvae are largely unaware of their surroundings, the mother helps them prepare coccoons for metamorphosis.
The larvae stay in coccoons for just over half of a year, at which point they finally emerge as moths. From there, they quickly grow over the next three or four years, usually to just over six feet in height, and learn to fend for themselves. They are considered "adults" once their wings have fully developed, at around ten years after emergence, and elders after about thirty-five.
Mothfolk Names
In most moth cultures, the mother is assigned the task of naming each of her children as they grow. These names will often change at the whim of the mother, and usually do not become official until metamorphosis. Their names are often difficult to pronounce with human tongues, but this does not bother mothfolk, as they lack human tongues. Mothfolk do not have gendered names.
Mothfolk Names: Adz'kit, Andile, Axa, Bixi, Chch, Chitha, Dalph, Fen, Filka, Fira, G'Zigg, Glik, Hadae, Iitus, J'llkx, Kl'il, Lenna, Lepha, Molf, N'Kakt, Riz, Scelkt, Sedna, Thom, Timpth
An Inconvenient Truth
The true name of the mothfolk race is complex and rich with meaning - the moniker 'mothfolk' was coined by a human. The mothfolk are fine with this, as "Llkllrxzshlkl" is exceedingly difficult to pronounce for those not versed in the language.
Moth Physiology and Equipment
Due to the unique body of mothfolk, your GM may see fit to limit the type of armor or other wearable gear/clothing your mothfolk character can wear. Acquiring new armor or clothes may entail expensive modifications while in primarily human societies, or in the case of certain items like plate mail doing so may require a craftsman to make a set from scratch, specifically tailored to your character's body.
Royal Mothfolk Traits
Your mothkin character has an array of special abilities, honed through natural instinct and evolution.Ability Score Increase
Your charisma scores increase by 2, as does your wisdom score.
Age
Royal Mothfolk are born as larvae, and are only considered fully grown after metamorphosis. They are considered adults once their wings are fully grown, and live into their mid-eighties on average. The oldest mothfolk live until their late 160's
Size
Royal Mothfolk range from 10ft to a whopping 18ft in height, as their wings are twice their height on average some have abnormally large wings some don't.
Speed
Your base walking speed is 30 feet, with a flying speed of 45 feet.
Enhanced Darkvision
Your compound eyes are excellent at finding what little light there is in darkness. You can see in dim light as if it were bright light out to 120 feet, and in darkness as if it were dim light. You can discern colors in dim light and darkness as well.
Languages
You can speak, read, and write Common, Sylvan and three extra languages.
Ride the Wind
As an action, you can beat your wings and ascend up to 30 feet. You can't use this action again until you touch the ground. You can't use your wings if you are unable to move, and you can't Ride the Wind if you are wearing heavy armor.
Secondary Arms
Mothfolk have four arms, and each of them can hold an object as normal. You don't benefit from a shield if you're holding a weapon with the two-handed property or more than one weapon. You can interact with a second object or feature of the environment for free during your turn.
Epitome of Grace
Your broad wingspan means that you are always under the effects of a feather fall spell.
Well-Mannered
Whenever you make an ability check with a Charisma-based skill you are proficient in, you can treat a d20 roll of 4 or lower as a 5.
Royal Decree
A number of times per longrest equal to your proficiency modifier, you may add your charisma modifier to your allies rolls, with the bonus being able to add bonuses to your rolls via your wisdom modifier instead towards any roll that isn't wisdom-based.
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