Homebrew Muthkin (Mothfolk) (Redone) Species Details

Born from a need for soldiers and expendable spellcasters during the darkest age. After over a millennium of wars, depressions, and ultraterrestrial threats, Müthkins find themselves in a world scarred by the Great Wars and torn apart by the Convergence Calamity, abandoned by their creators.


 

History

A few weeks after the fifth Great War, the sixth Great War ensued, primarily due to political tensions and the Old King of Heerot's unpopularity, marking the beginning of the final 561 years of the darkest age. Due to the magic purge that started the fourth Great War, which happened because of events that occurred in the second Great War, there weren't enough spellcasters to risk losing on the front lines. This problem, combined with rampant corruption and moralless experimentation, created a series of horrific experiments. Some sought to improve inorganic creatures, such as warforges and non-magical or low-magic constructs, while others attempted to forcibly induce sorcery into "expendable" commoners through magic rituals, not at all moral "breeding" of biological arcane creatures and humanoids, and or just chemical cocktails. These experiments created hundreds of horrific and or unfortunate creatures, most of the time to see what would happen. Eventually, researchers found that alchemy produced favorable and repeatable results, marking the beginning of the golden age of alchemy, as laws governing what could and could not be done were either relaxed or ignored due to the attention drawn to more pressing issues. While this age of alchemy created horrific monsters, equipment that kills or mutilates creatures horrifically, potions that do horrific things, and many more things that made the gods recoil. It also created various sapient species or races, such as the iron minotaur-like, goronoids, and the shark-like, Selachioid, both of which were created as shock troops, and the moth-like Müthkins. The concept of a Müthkin came after experiments with Feywild moths showed more successful results for natural spellcasting, but lacked repeatable spellcasting and a humanoid shape, so equipment wouldn't have to be specially made. The humanoid problem was solved through alchemic genetic modification; how did they get the genetic material... The spell-casting problem was solved by the creation of the Müthkin's Crystalline Heart. The Crystalline Heart is a dorsal vessel with shards of crystalline weave within it, allowing the Müthkins to naturally use magic and bypass the components of certain spell types. This led to Müthkins being produced at a rapid rate, allowing the species to produce a healthy population on its own, creating a surplus of spellcasters that could be sent to the front line without major risk of losing important personnel, and the Müthkin's Crystalline Heart allows for the creation of subspecies specialized in certain spell schools to perform certain roles without having to train as long. After the darkest age came to an end, and the sixth Great War, the Mad Titan War, the Convergence Calamity, and multiple revolutions finally came to a close, many species created specifically for a warfare niche, like the Müthkins, found themselves abandoned and often discriminated against by the societies that created them and scarred by warfare that claimed the lives of those they knew. 


Appearance and Culture

      Müthkins resemble humanoid moths, standing slightly taller than the average human, with long, feathery antennae measuring a few feet in length. All Müthkins have two sets of wings; their forewings are the large pair, having an average wingspan of 8-12ft, while the smaller hindwings have a wingspan of 4-7ft. The colors of the wings vary between subspecies and individuals, primarily because they change the color patterns of their wings at will; they are usually representative of their skills, abilities, and or just things they are proud of. The eyes of Müthkins are still moth-like but can glow and change colors at will. While Müthkins have a humanoid form, their bodies are still separated into three broad segments, although the thorax has morphed to be more like a humanoid torso, and the abdomen, which is behind them,  has shrunk in size, relatively to the abdomen of a normal moth. Many of the abdomen's organs, primarily most of the respiratory and digestive organs, have also moved to the thorax. Müthkins can also grow fur-like scales around their neck, the joints on their limbs, and or abdomens. Some Müthkins may also be nearly completely covered in dense fur-like scales, giving a fluff appearance. Their bodies and scale fur also vary in color, ranging from bright colors, dark colors, tans, and achromatic colors (blacks, whites, and greys). Müthkins are also omnivores, but prefer to supplement their diet with materials that aid in their ability to cast magic, such as fatty foods for Blazing Evocawing Müthkins, copper shaving for Volt Evocawing Müthkins, and bone marrow for Necrowing Müthkins. While Müthkins do have a proboscis, they all have a mouth that tends to go unnoticed due to blending in while closed or talking, but can open and unfold similar to that of the Yautja from the Predator movies. However, this is done for intimidation purposes and appears like a typical human mouth when open, but not unfolded.     

      Most Müthkins live either on their own or in groups of Müthkins or with other creatures that accept them. Müthkins can live in most environments, although they are often rejected and pushed out by people, like the High Elves, who look down upon "unnatural" or "impure" creatures. However, Fairies, Insectoids, and Wood Elves tend to like them, along with other "artificial" creations like the Warforges, Selachioid, and Goroniods. Despite appearances, Owlins and Batfolk also don't mind the Müthkins, often taking them under their wings. Orcs also like the Müthkins because of a shared dislike for High Elves. The largest population of Müthkins on the Material Plane exists within the Infested City, Cacumen Ascensionis, in the cursed lands of Raven's Mourn.

      Müthkins have no instinct for self-preservation and will simply self-destruct the Weave Crystals in their Crystalline Heart to cause an arcane explosion, often killing both them and whoever either injured them to a point of no return or just annoyed them that badly. Müthkins usually adopt the cultures of those around them. Specifics of Müthkin subcultures are also formed by the magic they wield. 

Müthkin Abjurawing

 

Abjurawing Müthkins have a biological affinity for Abjuration due to the shards in their Crystalline Heart. Abjurawing Müthkins rarely saw active combat; instead, they were typically tasked with safeguarding important personnel and equipment by any means necessary. To perform these tasks, Abjurawing Müthkins have been specially modified to resist others' magic. Even after the war, Abjurawing Müthkins tend to take on defensive assignments, often acting as watchmen and or guards for adventuring parties and towns. 

Müthkin Conjurawing

 

 Conjurawing Müthkins have a biological affinity for Conjuration due to the shards in their Crystalline Heart. Conjurawing Müthkins were designed to perform various tasks, primarily conjuring ammo during battle, setting up traps, relaying and delivering messages, and informing personnel of enemy locations. To perform these tasks, Conjurawing Müthkins have been specially modified to have exceptional speed and sight. After the war, most Conjurawing Müthkins remain, erratic people pleasers. 

Müthkin Divinawing

 

Divinawing Müthkins have a biological affinity for Divination due to the shards in their Crystalline Heart. Divinawing Müthkins were designed to perform a specific task: finding and eliminating threats to the government they work for, particularly spies and traitors, both domestic and foreign. To perform these tasks, Divinawing Müthkins have been specially modified to pick up on things that others would ignore, giving them insight into the future. After the war, most Divinawing Müthkins took on roles such as detectives and private investigators. Divinawing Müthkins are often feared as they are incorruptible in their mission and will eliminate those who hired them should they find that they are the target of their investigation.

Müthkin Enchantwing 

 

Enchantwing Müthkins have a biological affinity for Enchantment due to the shards in their Crystalline Heart. Enchantwing Müthkins were designed to perform specific tasks: negotiating with foreign rulers and calming down public affairs. To perform these tasks, Enchantwing Müthkins have been specially modified to be charming and know exactly what they need to say to get the reaction they want. After the war, most Enchantwing Müthkins took on roles that typically dealt with the public or those of high standing, such as merchants or con men.

Müthkin Evocawings

 

Evocawing Müthkins have a biological affinity for Evocation due to the shards in their Crystalline Heart. Evocawing Müthkins were designed to perform one task: destruction. To perform this task, Enchantwing Müthkins have been specially modified to withstand the destruction they create. After the war, most Evocawing Müthkins, that surivied, took on roles that typically dealt with destruction. 

Müthkin Illuswing

 

Illuswing Müthkins have a biological affinity for Illusion due to the shards in their Crystalline Heart. Illuswing Müthkins were designed to perform various tasks: mostly trick and convince enemies, allies, and the general public into believing that their side is doing better than it is. To perform this task, Illuswing Müthkins have been specially modified to produce realistic illusions and mimicry. After the war, most Illuswing Müthkins took on roles that typically involved deceiving the public, such as lawyers, politicians, or acting. 

Müthkin Necrowing

 

Necrowing Müthkins have a biological affinity for Necromancy due to the shards in their Crystalline Heart. Necrowing Müthkins were designed to perform various tasks: primarily performing medical operations in mid-combat and disposing of corpses. To perform this task, Illuswing Müthkins have been specially modified to use their power over life and death to quickly mend others' wounds. After the war, most Necrowing Müthkins took on roles that involved medical operations or taking care of the dead. Despite their relation to necromancy, Necrowing Müthkins view raising the dead for power as a sign of weakness, with Liches being such pathetic leaders that they can't even lead a group of toddlers to their beds. 

Müthkin Transmutawing

 

Transmutawing Müthkins have a biological affinity for Transmutation due to the shards in their Crystalline Heart. Transmutawing Müthkins were the first Müthkins and designed to perform various tasks: assisting in the creation of new Müthkins Wing variants and other alchemical creations. To perform this task, Transmutawing Müthkins have been specially modified to have a minor Philosopher's Stone within their chest. After the war, most Transmutawing Müthkins kept performing alchemy. 

Müthkins


 

 Müthkins retain many of their moth traits, but many have been modified for combat purposes.

Ability Scores Increase (Optional). 

One ability score of your choosing is increased by 1, and another one by 2. 

Age. 

Müthkins begin their lives as large, arcane caterpillars reaching about 8-12 feet long and 4 ft wide after 6-8 years of feeding on magic and magic-affected material, molting once a month. Muthkins cocoon themselves for 14-16 years. During their larva and pupa stages, they are about as smart as the average human adult and can cast spells, albeit not too well; they can only communicate in Slyan in their larva stage and through light patterns in their pupa stage, but can understand other languages. While cocooned, Müthkins spend their years practicing their spells and training with their Arcane weapon of choice in a mental simulation. After emerging from their chrysalis, Müthkins are now considered mature adults and are not known to die of old age. 

Size. 

Müthkins are about 6-8 feet tall with a typical wingspan of 8-10 feet. Healthy Müthkins weigh about 150-200 lbs. Your size is Medium, but you are considered to be a Large creature regarding your carrying capacity and your ability to push and drag.

Speed. 

You have a walking speed of 30 ft.

Creature Type. 

You are a Fey. 

Darkvision. 

You can see in dim light and darkness as if it were bright light for 160ft. You can discern colors in dim light and darkness, both normally and on the ultraviolet spectrum.

Flight. 

You have a flying speed of 30 ft; you can not fly while wearing Medium or Heavy Armor.

Natural Camouflage. 

You have advantage on Stealth checks. 

Moth Biology.

Your moth-like biology grants you the following:

  • The fur-like scales that cover parts of their bodies help regulate their temperature. You are immune to the effects of Extreme Cold and Extreme Heat.
  • You have proficiency in perception due to your antennas. 
  • Müthkins have four fully functioning arms. You still follow normal weapon rules, but can wield two two-handed weapons at once, wield four Light or Versatile weapons at once (this does not mean you can attack four times, without a class feature or feat that lets you, such as dual-wield with extra attack), wield a shield with two weapons, or reload a ranged weapon as a bonus action. You can also cast spells while wielding a weapon or a shield, as long as you have one hand open. 
  • You do not need to sleep, nor can magic put you to sleep.
  • You regain lost body parts upon molting. 

Exoskeleton. 

Your exoskeleton is strengthened with arcane steel. You are resistant to force damage, and while not wearing armor, your AC is 12 + your Dexterity or Constitution modifier. You can use your exoskeleton to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your exoskeleton.

Crystalline Heart. 

Müthkins have a natural affinity for magic, due to their alchemic creation. You are proficient in Arcana and with Alchemist's Supplies. Additionally, you know Prestidigitation and one other cantrip. The material cost for these cantrips is replaced with verbal. You gain an additional 1st-level spell at level 3 and a 2nd-level spell at level 5. These spells are always prepared and can be cast once per long rest each. The school of the spells is determined by the crystals in your Crystalline Heart. You choose Intelligence, Wisdom, or Charisma for spellcasting. You can change the spells granted to you by this ability during a long rest of over 2 hours, which is considered light activity.

Your specialization determines the school of magic granted by your Crystalline Heart.

Unnatural Specialization. 

Each type of Müthkins has been modified to excel at specific tasks and a specific school of magic. These modifications are passed down hereditarily. The component cost of spells you cast that are a part of the school of magic you are naturally proficient in is ignored if the spell's level is at or below your proficiency bonus.

Unnatural Specialization Level 1 Level 3 Level 5
Abjurawing You have abjuration magic flowing through your dorsal vessel. At level 1, you become resistant to Cold Damage, and the magic granted by Crystalline Heart is from the spell school of Abjuration. You also always have Blade Ward prepared. You gain a +1 to your AC. At level 3, you have advantage on saving throws against being moved, and you can use your reaction to attempt to block an attack with your wings, giving +2 to the AC of a creature within 5 ft of you that becomes a target of an attack, that is not you. At level 5, you can also not be sent to another realm, plane, domain, location, demiplane, etc., against your will, such as by Banishment.
Conjurawing You have conjuration magic flowing through your dorsal vessel. At level 1, you become resistant to Thunder Damage, and the magic granted by Crystalline Heart is from the spell school of Conjuration. You also always have Sword Burst prepared. Your darkvison range is increased to 240 ft. At level 3, your speeds are increased by 10 ft, and once per turn, you can take the dash action as a bonus action. At level 5, you can see fine details from up to 1 mile away, your darkvison is increased to 320 ft, and you gain expertise in Perception.
Divinawing You have Divination magic flowing through your dorsal vessel. At level 1, you are resistant to Psychic Damage, and the magic granted by Crystalline Heart is from the spell school of Divination. You also always have Guidance prepared. At level 1, you gain telepathy for 30 ft, and you can speak, read, and write Thieves' Cant and one other language. At level 3, you become proficient in Investigation or Insight, and you make Investigation or Insight checks with advantage. At level 5, every long rest, you can roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls.
Enchantwing You have Enchantment magic flowing through your dorsal vessel. At level 1, you are resistant to Psychic Damage, and the magic granted by Crystalline Heart is from the spell school of Enchantment. You also always have Friends prepared. You gain proficiency in Persuasion and Deception, and you can speak, read, and write two additional languages. At level 3, you gain advantage on Charisma checks and Charisma Saving throws. At level 5, you become Immune to the Charmed condition, and others do not know you tried to charm them should you fail or a spell's duration runs out.
Evocawings You have Evocation magic flowing through your dorsal vessel. At level 1, you are resistant to Fire, Cold, Lightning, Thunder, or Acid Damage, and the magic granted by Crystalline Heart is from the spell school of Evocation. You also always have Acid Splash, Fire Bolt, Ray of Frost, Shocking Grasp, or [Tooltip Not Found] prepared. When casting a spell, you can now change the damage dealt to the type to which you have resistance. At level 3, you ignore resistance to the damage type you chose. At level 5, you treat Immunity as resistance to the damage type you chose.
Illuswing You have Illusion magic flowing through your dorsal vessel. At level 1, you are resistant to Psychic Damage, and the magic granted by Crystalline Heart is from the spell school of Illusion. You also always have Minor Illusion prepared. You are proficient in deception. Any Illusion you cast can also produce sound, heat, and taste along with its image in a single casting of the spell. Creatures have a disadvantage on checks to determine that your illusion is fake. At level 3, you can create a number of tangible illusions equal to your Proficiency Bonus, which last for a number of hours equal to your spell casting bonus. The tangible illusion can be any inanimate, non-magical object that fits within a 10-ft cube; all expended uses are regained after a long rest. At level 5, you can perfectly mimic any noise or voice you have heard. A creature that hears the sounds you make can tell they are imitations with a successful Insight check opposed by your Deception check. You also have an advantage on checks to determine what is and is not an illusion.
Necrowing You have Necromancy magic flowing through your dorsal vessel. At level 1, you are resistant to Necrotic Damage, and the magic granted by Crystalline Heart is from the spell school of Necromancy. You also always have Toll the Dead prepared. You are proficient in Medicine. When not in combat, you can use your necromancy to hasten the healing process of a creature; a willing creature you touch can expend any number of its Hit Dices to heal, but gains one level of Exhaustion if the creature cannot naturally regenerate in a relatively quick amount of time. You also have access to a pool of hit points, which can be used to heal yourself or a creature within 30 ft of you, as a bonus action. The amount of Hit Points in your Necrotic Pool is equal to (3 x your character level). You regain expended points after a long rest; you also regain expended points a number of expended points equal to half the Necrotic damage you deal to creatures (Quarter for Constructs and Undead), rounded down. At level 3, you also add Spare the Dying, Cure Wounds, and Lesser Restoration to the spells you have prepared; the latter two count as Necromancy spells for you and can be cast once per long rest each. At level 5, you become immune to the Frightened condition.
Transmutawing You have Transmutation magic flowing through your dorsal vessel. At level 1, you are resistant to a type of Damage of your choosing, which can be changed during a long rest, and the magic granted by Crystalline Heart is from the spell school of Transmutation. You also always have a transmutation cantrip of your choice prepared. You have proficiency with two Artisan's Tools, and you can use your Transmutation magic to perform the uses of the tool without having one on hand. At level 3, you can turn a 5ft cube worth of inanimate material into another material of similar substance, such as mercury into silver, water into another type of liquid, wood into stone, and rotten food into fresh food. You can also use this magic to make equipment for one species fit another species, if using that rule. At level 5, when you target a creature with a Transmutation spell, you can do one of the following (the effect lasts for 1 minute):

  • Give a Resistance/Vulnerability to a type of damage of your choice.
  • Add/Remove 15 feet of movement speed.
  • Add/Remove 60 feet of Darkvision.
  • Add/Remove the ability to breathe underwater.
  • Add or remove a proficiency within an ability score saving throw.

The DC is your spell casting DC

 

 Arcane Weapon

As a Magic action or as a part of the attack action, you can summon your Arcane Weapon. You can summon up to 4 of these weapons (two if two-handed), but their effects do not stack, nor can you attack additional time, without an ability or property that would allow you. Other creatures cannot use these weapons, and the demanifest after being dropped or thrown after a hit or miss, you can also demanifest the weapons as a no-action. The weapon cannot be removed from you against your will. The weapon's type determines the damage dice(s), properties, and mastery property. You are proficient with the weapon, and it can be used as a spell focus.

The weapon uses your Strength, Dexterity, Intelligence, Wisdom, or Charisma Modifier for attacks, your choice. These weapons are considered magical, but are unaffected by Dispel Magic, Anti-Magic Zones, and/or similar effects. The appearance of the weapon is up to you.

The weapon's damage is force or your secondary resistance, given by your Unnatural Specialization. You can spend 8 hours meditating during a long rest to practice with a different Arcane Weapon.

 

Weapon Type Melee or Ranged Damage Properties Master Property
Shield (Typically used by Abjurawings) Melee 1d8 damage (see above) Light and Thrown (30/90). After a hit or miss, the shield returns to you. For any reason, the shield cannot return; the shield is destroyed and instantly reforms in your hand. Topple
Rifle (Typically used by Conjurawings). Ranged (120/480) 2d6 damage (see above) Two-handed. This Rifle doesn't need to be loaded or need ammo to function. Slow
Longsword (Typically used by Divinawings) Melee 1d10 damage (see above) Light Vex
Rapier (Typically used by Enchantwings) Melee 1d8 damage (see above) Light and Reach Sap
Cannon (Typically used by Evocawings). Ranged (60/240) 2d8 damage (see above) Two-Handed and Heavy-Ended. This cannon doesn't need to be loaded or need ammo to function. Heavy Ended: You can make a melee attack with the cannon against a creature within 5 ft of you, dealing the same amount of damage as the ranged attack. Topple
Glaive (Typically used by Illuswings). Melee 1d10 damage (see above) Versatile (1d12) and Reach Graze
Daggers (Typically used by Necrowing). Melee 1d6 damage (see above) Light and Thrown (Range 60/180). When thrown, the dagger demanifests upon a miss or a hit if damage is dealt. There is no limit on how many daggers can be thrown in between rests. Nick
Greatsword (Typically used by Transmutawings). Melee 2d6 damage (see above) Two-Handed and Reach Cleave

Languages.

You can speak, read, and write Common, Sylvan, and one other language. You can also speak to any moth as if you shared a language. 

 

Muthkin (Mothfolk) (Redone) Traits

Ability Scores Increase (Optional), Age, Size, Speed, Creature Type, Darkvision, Flight, Natural Camouflage, Moth Biology, Exoskeleton, Crystalline Heart, Unnatural Specialization, Arcane Weapon, and Languages.

Size

Müthkins are about 6-8 feet tall with a typical wingspan of 8-10 feet. Healthy Müthkins weigh about 150-200 lbs. Your size is Medium, but you are considered to be a Large creature regarding your carrying capacity and your ability to push and drag.

Age

Müthkins begin their lives as large, arcane caterpillars reaching about 8-12 feet long and 4 ft wide after 6-8 years of feeding on magic and magic-affected material, molting once a month. Muthkins cocoon themselves for 14-16 years. During their larva and pupa stages, they are about as smart as the average human adult and can cast spells, albeit not too well; they can only communicate in Slyan in their larva stage and through light patterns in their pupa stage, but can understand other languages. While cocooned, Müthkins spend their years practicing their spells and training with their Arcane weapon of choice in a mental simulation. After emerging from their chrysalis, Müthkins are now considered mature adults and are not known to die of old age. 

Speed

You have a walking speed of 30 ft.

Creature Type

 You are a Fey

Darkvision

You can see in dim light and darkness as if it were bright light for 160ft. You can discern colors in dim light and darkness, both normally and on the ultraviolet spectrum.

Flight

You have a flying speed of 30 ft; you can not fly while wearing Medium or Heavy Armor.

Natural Camouflage

You have advantage on Stealth checks. 

Moth Biology

Your moth-like biology grants you the following:

  • The fur-like scales that cover parts of their bodies help regulate their temperature. You are immune to the effects of Extreme Cold and Extreme Heat.
  • You have proficiency in perception due to your antennas. 
  • Müthkins have four fully functioning arms. You still follow normal weapon rules, but can wield two two-handed weapons at once, wield four Light or Versatile weapons at once (this does not mean you can attack four times, without a class feature or feat that lets you, such as dual-wield with extra attack), wield a shield with two weapons, or reload a ranged weapon as a bonus action. You can also cast spells while wielding a weapon or a shield, as long as you have one hand open. 
  • You do not need to sleep, nor can magic put you to sleep.
  • You regain lost body parts upon molting. 

Exoskeleton

Your exoskeleton is strengthened with arcane steel. You are resistant to force damage, and while not wearing armor, your AC is 12 + your Dexterity or Constitution modifier. You can use your exoskeleton to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your exoskeleton.

Crystalline Heart

Müthkins have a natural affinity for magic, due to their alchemic creation. You are proficient in Arcana and with Alchemist's Supplies. Additionally, you know Prestidigitation and one other cantrip. The material cost for these cantrips is replaced with verbal. You gain an additional 1st-level spell at level 3 and a 2nd-level spell at level 5. These spells are always prepared and can be cast once per long rest each. The school of the spells is determined by the crystals in your Crystalline Heart. You choose Intelligence, Wisdom, or Charisma for spellcasting. You can change the spells granted to you by this ability during a long rest of over 2 hours, which is considered light activity.

Your specialization determines the school of magic granted by your Crystalline Heart.

Unnatural Specialization

Each type of Müthkins has been modified to excel at specific tasks and a specific school of magic. These modifications are passed down hereditarily. The component cost of spells you cast that are a part of the school of magic you are naturally proficient in is ignored if the spell's level is at or below your proficiency bonus.

Unnatural Specialization Level 1 Level 3 Level 5
Abjurawing You have abjuration magic flowing through your dorsal vessel. At level 1, you become resistant to Cold Damage, and the magic granted by Crystalline Heart is from the spell school of Abjuration. You also always have Blade Ward prepared. You gain a +1 to your AC. At level 3, you have advantage on saving throws against being moved, and you can use your reaction to attempt to block an attack with your wings, giving +2 to the AC of a creature within 5 ft of you that becomes a target of an attack, that is not you. At level 5, you can also not be sent to another realm, plane, domain, location, demiplane, etc., against your will, such as by Banishment.
Conjurawing You have conjuration magic flowing through your dorsal vessel. At level 1, you become resistant to Thunder Damage, and the magic granted by Crystalline Heart is from the spell school of Conjuration. You also always have Sword Burst prepared. Your darkvison range is increased to 240 ft. At level 3, your speeds are increased by 10 ft, and once per turn, you can take the dash action as a bonus action. At level 5, you can see fine details from up to 1 mile away, your darkvison is increased to 320 ft, and you gain expertise in Perception.
Divinawing You have Divination magic flowing through your dorsal vessel. At level 1, you are resistant to Psychic Damage, and the magic granted by Crystalline Heart is from the spell school of Divination. You also always have Guidance prepared. At level 1, you gain telepathy for 30 ft, and you can speak, read, and write Thieves' Cant and one other language. At level 3, you become proficient in Investigation or Insight, and you make Investigation or Insight checks with advantage. At level 5, every long rest, you can roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls.
Enchantwing You have Enchantment magic flowing through your dorsal vessel. At level 1, you are resistant to Psychic Damage, and the magic granted by Crystalline Heart is from the spell school of Enchantment. You also always have Friends prepared. You gain proficiency in Persuasion and Deception, and you can speak, read, and write two additional languages. At level 3, you gain advantage on Charisma checks and Charisma Saving throws. At level 5, you become Immune to the Charmed condition, and others do not know you tried to charm them should you fail or a spell's duration runs out.
Evocawings You have Evocation magic flowing through your dorsal vessel. At level 1, you are resistant to Fire, Cold, Lightning, Thunder, or Acid Damage, and the magic granted by Crystalline Heart is from the spell school of Evocation. You also always have Acid Splash, Fire Bolt, Ray of Frost, Shocking Grasp, or [Tooltip Not Found] prepared. When casting a spell, you can now change the damage dealt to the type to which you have resistance. At level 3, you ignore resistance to the damage type you chose. At level 5, you treat Immunity as resistance to the damage type you chose.
Illuswing You have Illusion magic flowing through your dorsal vessel. At level 1, you are resistant to Psychic Damage, and the magic granted by Crystalline Heart is from the spell school of Illusion. You also always have Minor Illusion prepared. You are proficient in deception. Any Illusion you cast can also produce sound, heat, and taste along with its image in a single casting of the spell. Creatures have a disadvantage on checks to determine that your illusion is fake. At level 3, you can create a number of tangible illusions equal to your Proficiency Bonus, which last for a number of hours equal to your spell casting bonus. The tangible illusion can be any inanimate, non-magical object that fits within a 10-ft cube; all expended uses are regained after a long rest. At level 5, you can perfectly mimic any noise or voice you have heard. A creature that hears the sounds you make can tell they are imitations with a successful Insight check opposed by your Deception check. You also have an advantage on checks to determine what is and is not an illusion.
Necrowing You have Necromancy magic flowing through your dorsal vessel. At level 1, you are resistant to Necrotic Damage, and the magic granted by Crystalline Heart is from the spell school of Necromancy. You also always have Toll the Dead prepared. You are proficient in Medicine. When not in combat, you can use your necromancy to hasten the healing process of a creature; a willing creature you touch can expend any number of its Hit Dices to heal, but gains one level of Exhaustion if the creature cannot naturally regenerate in a relatively quick amount of time. You also have access to a pool of hit points, which can be used to heal yourself or a creature within 30 ft of you, as a bonus action. The amount of Hit Points in your Necrotic Pool is equal to (3 x your character level). You regain expended points after a long rest; you also regain expended points a number of expended points equal to half the Necrotic damage you deal to creatures (Quarter for Constructs and Undead), rounded down. At level 3, you also add Spare the Dying, Cure Wounds, and Lesser Restoration to the spells you have prepared; the latter two count as Necromancy spells for you and can be cast once per long rest each. At level 5, you become immune to the Frightened condition.
Transmutawing You have Transmutation magic flowing through your dorsal vessel. At level 1, you are resistant to a type of Damage of your choosing, which can be changed during a long rest, and the magic granted by Crystalline Heart is from the spell school of Transmutation. You also always have a transmutation cantrip of your choice prepared. You have proficiency with two Artisan's Tools, and you can use your Transmutation magic to perform the uses of the tool without having one on hand. At level 3, you can turn a 5ft cube worth of inanimate material into another material of similar substance, such as mercury into silver, water into another type of liquid, wood into stone, and rotten food into fresh food. You can also use this magic to make equipment for one species fit another species, if using that rule. At level 5, when you target a creature with a Transmutation spell, you can do one of the following (the effect lasts for 1 minute):

  • Give a Resistance/Vulnerability to a type of damage of your choice.
  • Add/Remove 15 feet of movement speed.
  • Add/Remove 60 feet of Darkvision.
  • Add/Remove the ability to breathe underwater.
  • Add or remove a proficiency within an ability score saving throw.

The DC is your spell casting DC

 

Arcane Weapon

As a Magic action or as a part of the attack action, you can summon your Arcane Weapon. You can summon up to 4 of these weapons (two if two-handed), but their effects do not stack, nor can you attack additional time, without an ability or property that would allow you. Other creatures cannot use these weapons, and the demanifest after being dropped or thrown after a hit or miss, you can also demanifest the weapons as a no-action. The weapon cannot be removed from you against your will. The weapon's type determines the damage dice(s), properties, and mastery property. You are proficient with the weapon, and it can be used as a spell focus.

The weapon uses your Strength, Dexterity, Intelligence, Wisdom, or Charisma Modifier for attacks, your choice. These weapons are considered magical, but are unaffected by Dispel Magic, Anti-Magic Zones, and/or similar effects. The appearance of the weapon is up to you.

The weapon's damage is force or your secondary resistance, given by your Unnatural Specialization. You can spend 8 hours meditating during a long rest to practice with a different Arcane Weapon.

 

Weapon Type Melee or Ranged Damage Properties Master Property
Shield (Typically used by Abjurawings) Melee 1d8 damage (see above) Light and Thrown (30/90). After a hit or miss, the shield returns to you. For any reason, the shield cannot return; the shield is destroyed and instantly reforms in your hand. Topple
Rifle (Typically used by Conjurawings). Ranged (120/480) 2d6 damage (see above) Two-handed. This Rifle doesn't need to be loaded or need ammo to function. Slow
Longsword (Typically used by Divinawings) Melee 1d10 damage (see above) Light Vex
Rapier (Typically used by Enchantwings) Melee 1d8 damage (see above) Light and Reach Sap
Cannon (Typically used by Evocawings). Ranged (60/240) 2d8 damage (see above) Two-Handed and Heavy-Ended. This cannon doesn't need to be loaded or need ammo to function. Heavy Ended: You can make a melee attack with the cannon against a creature within 5 ft of you, dealing the same amount of damage as the ranged attack. Topple
Glaive (Typically used by Illuswings). Melee 1d10 damage (see above) Versatile (1d12) and Reach Graze
Daggers (Typically used by Necrowing). Melee 1d6 damage (see above) Light and Thrown (Range 60/180). When thrown, the dagger demanifests upon a miss or a hit if damage is dealt. There is no limit on how many daggers can be thrown in between rests. Nick
Greatsword (Typically used by Transmutawings). Melee 2d6 damage (see above) Two-Handed and Reach Cleave

Languages

You can speak, read, and write Common, Sylvan, and one other language. You can also speak to any moth as if you shared a language. 

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