Homebrew Lepidon Species Details

While uncommon throughout the world as a whole, Lepidons are an incredibly diverse race that carry the magic of the Feywild. Resembling moths, their wings come in a large variety of colours and patterns. They sport large eyes, 4 arms, and are covered in soft scales that are often mistaken as fur.

Lepidon children are hatched from small eggs, and unlike a moth, are born looking like miniature versions of their fully-grown counterparts. At birth, a lepidon is only a few inches tall, and can grow to be anywhere between 2ft and 5ft tall. 

Lepidons are often reclusive, often only staying within their close-knit communities throughout their entire lives. However, it is not unheard of for a lepidon to "leave the nest" upon reaching adulthood to seek adventure in the wider world.

Lepidon Traits

Lepidons share a multitude of unique traits due to their moth-like anatomy and their innate Fey magic.

Ability Score Increase

Increase one ability score by 2, and increase a different one by 1, or increase three different scores by 1.

Age

Lepidons reach adulthood around the age of 10, and rarely live to be older than 50.

Creature Type

You are a Fey.

Size

You are Medium or Small. You choose the size when you select this race.

Speed

Your walking speed is 25 feet.

Flight

Because of your wings, you have a flying speed of 40 feet. You can’t use this flying speed if you’re wearing medium or heavy armor.

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.

Languages

You can speak, read, and write in Common. You can also speak, read, and write in Sylvan, the language of the Feywild.

Mimicry

The first lepidons evolved to disguise themselves as a defense mechanism against powerful monsters in the Feywild. You know the Disguise Self spell, which you can cast without expending a spell slot once per long rest. You can also cast this spell using any spell slots that you may have. Your spellcasting ability for this spell is Charisma.

Aposematism

Once per long rest, you can use an action to enter a special state known as Aposematism to ward off enemies. Your wings and body become brightly coloured, and a defensive toxin fills your body. After entering this state, it stays active for one minute unless you dispel it early by using a bonus action or drop to 0 hit points. You cannot concentrate on spells while Aposematism is active. While in this state, any creature that successfully hits you with a melee attack must make a Constitution saving throw with a DC equal to 8 + your Charisma modifier + your proficiency bonus. On a failed save, they take 1d10 poison damage and enter the Frightened condition. On a successful save, they take half damage and do not become frightened. At the beginning of a frightened creature's turn, they may repeat the save. They remain frightened until they either pass the save or until the Aposematism state ends.

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