Homebrew Cho-Ja Spellwings Species Details
They are shiny black, with six jointed limbs and bodies segmented like those of insects. A larger rear thorax has four three-jointed legs and then a smaller upper thorax, with two almost human arms that can handle tools and weapons. Each forearm possesses a natural sharp ridge.
Their faces are oval, with large multifaceted jelly-like sensitive eyes above two slits. Their jaws and mouths are human in appearance. They have chitin exoskeletons. Also, cho-ja can't see the color red. Cho-ja are basically black but with a large variation in color and patterns. Inside the Tsurannuani Empire, color is more uniform, except young queens who display a dark red shade.
The Cho-Ja Spellwings have as the name asserts, a set of wings, and whilst not allowing the creature to fly, they do allow it to cast spells. As the creature learns more magic, the veins in the wings slowly gain colours.. the more powerful their magic, the brighter and more "rainbow-like" their wings become. As they develop their wings, they lose the ability to carry heavy weights, due to their bodies focusing their proteins on the wing growth.
Cho-Ja Spellwings Traits
You have the following racial traitsKeen Smell
Cho-Ja have advantage on perception checks that rely on smell
Darkvision
You can see in darkness (shades of gray) up to 60 ft.
Tremmorsense
A monster with tremorsense can detect and pinpoint the origin of vibrations within a specific radius, provided that the monster and the source of the vibrations are in contact with the same ground or substance. Tremorsense can't be used to detect flying or incorporeal creatures.
Natural Caster
Player will select a die that is larger than their total spells- for example if they have 5 spells, they will select a D6, if they have 15 then they will use a D20, etc.
The player then rolls twice, and the two numbers rolled are used to select the spells (not cantrips) that are to be selected, the first spell listed being spell 1, the 2nd spell 2 etc.
If the player rolls a number that is above the spell list ( ie they roll a 15 on a D20 but only have 13 spells) then that free spell is null and void, as the protein has run into a section of the wing that has no learned spell.
If the player has more than 20 spells, than they can use any combination of dice they choose, (IE a D20 and a D10, 5 D6... Whatever they like.) bare in mind the same rule applies here as above, a non existent number means no extra spell.
Previous Versions
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4/11/2025 7:37:16 AM
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