Homebrew Cephalotian Species Details
Cephalotians, also known as ant folk, populate some tropical regions, setting up large and complex colonies among the trees. They resemble a sort of fusion of human and ant. Like the ants they are derived from, Cephalotians vary drastically depending on the roll they were raised to fulfill. Cephalotians have an ant-like thorax, 6 legs, and an abdomen, with a humanoid upper half down to the thighs in place of an ant head. Cephalotians have retractable mandibles inside their mouths. Most have velvet red, amber orange, yellow-ish green, or dark grey chitin. Their natural hair colour tends to match the colour of their chitin. Cephalotian fashion bears similarities to that of wood elves.
Cephalotian Traits
As a Cephalotian, you posses the following traits:Speed
Your base walking speed is 25 feet.
Age
Cephalotians are born as defenseless, pale larvae and go through a pupation phase after about three years.
They then emerge from their pupae as adults after 60 months. Your life expectancy after emerging from your
pupa varies depending on various factors, though usually it's 20 years for workers and soldiers, 15 years for drones,
and 80 years for princesses/queens.
Languages
You can speak, read, and understand common and druidic.
Creature type
You are a monstrosity.
Spider Climb
You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
Slicing jaws.
Your mandibles are effective as weapons.
You can make unarmed strikes with your mandibles,
which possess the light and finesse properties.
They deal 1d4 slashing damage on a hit. Additionally,
unarmed strikes with your jaws deal double damage to plants.
You can also use your jaws to grapple creatures or manipulate objects.
You cannot attack other creatures or objects while you are using your jaws for this purpose.
Formic Antennae
You have two antennae. So long as you have one antenna, you have advantage on any Wisdom (Survival) check you make to navigate or track by smell. You also have advantage on any Wisdom (insight) checks that rely on smell.
Poor Vision
Your compound eyes are maladapted for viewing far-away objects. You have disadvantage on any Wisdom (perception), Intelligence (investigation), or ranged attack roles that rely on sight against targets more than 30 feet away from you.
Castes
When you make a cephalotian character, choose one of the castes below.
Worker
Description: workers make up the bulk of cephalotian colony populations. As with ants, they are all female, though they have no capacity to bear young. Workers that lose track of their scent trails can wander off and get lost. Most die in their travels, unable to notice dangers obvious to most others. The few that do survive tend to take on transport or construction jobs, as they are well familiar with those roles. In the back of their minds, they are well aware that to go back to their nests would be to be mercilessly dealt with by their own untrusting sisters.
Traits:
Ability Score Increase. Your strength score increases by 1, and your constitution score increases by 1.
Size. Your size is small.
Powerful build. You count as one size larger when determining your carrying capacity and the weight you can push, drag and lift.
Natural Artisan. You have proficiency in a set of artisan's tools (one of your choice).
Soldier
Description: soldiers are the millitary force of cephalotian colonies. As with workers, Soldiers are also all female, and cannot bear young. They however have an aptitude for using weapons, and possess the ability to spray acid at their enemies. Like workers, they can get lost and wander off from their colonies, though most get lost in military conflicts due to being thrown off set paths. They have more success than workers when it comes to wandering, but their bottleneck is the fact that most lost soldiers starve or choke to death, not knowing how to properly consume food, due to being used to having workers feed them pre-chewed meals. They are nonetheless excellent fighters, and oft get conscripted into the millitaries of countries they wander in. Military gruel is often their favourite food, as it is easy for them to consume due to the lack of chewing involved.
Traits:
Ability Score Increase. Your Strength score increases by 2.
Size. Your size is medium.
Martial aptitude. You have proficiency in simple and martial weapons, as well as light armour.
Formic acid. You can cast the spell acid splash without verbal components, with the acid coming from your abdomen.
Guardian
Description: Guardians are an uncommon variant of soldiers that possess a large shield on their arm. They rarely get lost, as they tend to stick to guarding a singular nesting chamber, only relocating if the colony is destroyed or if the eggs are stolen. They tend not to take failure very well, and can often starve to death due to being to distraught to eat.
Traits:
Ability Score Increase. Your constitution score increases by 2.
Size. Your size is medium.
Martial prowess. You have proficiency in simple and martial weapons, as well as light armour and shields.
Shield. You possess a natural shield on your left or right arm, providing a +2 bonus to your AC. In addition, you can use your shield to block a passage sized for creatures medium or smaller as a bonus action, preventing all creatures and objects from passing through, and melee attacks against you from the side you're blocking deal half damage to you.
Drone
Description: Drones are the male caste members of cephalotian hives, acting as mates for princesses and the queen, but otherwise just lazing about in the colony and eating the food at their leisure. When resources are scarce, they are often-times driven out or killed by their sisters. Luckily for them, they possess the power of flight. Lost drones often die due to lack of survival skills, and general sloth, tending to not be productive members of society. Drones that end up in urban areas tend to end up begging on the streets for food or spare change, or they become escorts to make ends meet.
Traits:
Ability score increase. Your dexterity score increases by 2.
Size. Your size is small.
Professional Freeloader. You have proficiency in Dexterity (stealth) and Dexterity (Sleight of Hand).
Flight. Because of your wings, you have a flying speed equal to double your walking speed. You can't use this flying speed if you're wearing medium or heavy armour.
Princess
Description: The quintessential royal cephalotians, princesses behave much the same as drones, though their role is both to act as replacements if the queen dies, and also to expand and create their own colonies elsewhere as new queens. They are the only cephalotians with the capacity to reproduce. Depending on the queen, they might be driven out or kept around as heirs. They tend to have haughty attitudes and dress similarly to nobility, albeit with clothes made of leaves and flowers as crowns. Sometimes, they'll even act as scouts for their colonies, though many inevitably abandon their jobs while out patrolling. They lay eggs like ants.
Traits:
Ability score increase. Your Dexterity and Constitution scores increase by 1.
Size. Your size is medium.
Scent charmer. You know the friends cantrip, which you can cast without verbal components so long as you have your antennae, and the duration is 12 hours.
Flight. Because of your wings, you have a flying speed equal to double your walking speed. You can't use this flying speed if you're wearing medium or heavy armour.
Scion
Description: scions are the result of the rare union between a princess and a human, resulting in offspring that possess a more human build. They often act as infiltrators and spies for cephalotians in close proximity to human society. Instead of an ant lower body, scions possess a human body plan with six ant legs sprouting from their backs. Unions with scions always produce workers or soldiers.
Traits:
Ability score increase. Your Charisma score increases by 2.
Size. Your size is medium or small.
Covert Messenger. You know the message cantrip, which you can cast without material components. At 5th level, you learn the sending spell, which you can cast once per day at third level without using a spell slot. You can use a spell slot of third level or higher to cast this spell again.
Shapechanger. As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and s*x. You can also adjust your height and weight and can change your size between medium and small. You can make yourself appear as a member of another race though none of your game statistics change. You can't duplicate the appearance of an individual you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have (You can, of course, hide unwanted features under clothes). Your clothing and equipment aren't changed by this trait. You stay in the new form until you use an action to revert to your true form or until you die.
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Posted Jul 5, 2025This is really cool! I particularly like the different castes.
However, I think having a flying speed equal to DOUBLE your walking speed is excessive. Imagine if you're a Monk or something. At 10th level with the Speedy feat, you would have a flying speed of 110 feet. No player should be able to go that fast without serious shenanigans, and in this case it doesn't even take very much to achieve it.