Homebrew Aeldari Bugfolk v2 Species Details
The Aeldari Bugfolk are religious people and the nomadic travelers, living in the Aeldari Desert and living one with it. They live in the deserts where no one wishes to go, in the midst of ancient ruins or in the rolling dunes of their home, where spices waft on the sandy breezes and the sounds of hot metal being hammered. The Aeldari love the earth and solitude, even going as far as to putting thousands of scrying and invisible wards on their homes and cities, and it’s even said that some live in the Elemental Earth Plane.
With their unbreakable carapaces and rough edges, the Aeldari Bugfolk appear horrifyingly menacing to humans and members of many other races. They are much taller than humans on average, ranging from well above 6 feet tall to just over 8 feet. They are far more bulkier than humans, weighing close to 200 to 245 pounds. Males and females are about the same height, and females are far heavier than males.
Aeldari Bugfolks’ coloration encompasses the entire color ranges and also includes carapaces in shades of copper, bronze, and gold, skin of green or blue, and bug eyes like pools of liquid gold or silver. Aeldari have no facial and little body hair. They favor simple cloth and light, but sturdy armor and they enjoy simple yet powerful weapons.
Most Aeldari Bugfolk dwell in small villages hidden among the desert dunes. Aeldari Bugfolks gather and farm desert crops, and take care of their farm animals and their natural skill in farming allow them to grow crops in all environments. They are talented artisans, crafting most of the Toril’s masterwork weaponry and armor. Their contact with outsiders is usually limited, though a few designated Aeldari Bugfolk make a good living by selling their crafted armor and weaponry for money. Aeldari Bugfolk encountered outside their own lands are commonly traveling merchants, smiths, or priests. Human nobles compete for the services of the Aeldari Bugfolk to forge weapons or bless their children or kingdom.
Aeldari Bugfolk take up adventuring out of wanderlust. Since they are so sheltered, they enjoy exploration and discovery. They dislike the pace of society, which is regimented from day to day but constantly changing over decades, so they find careers that let them travel freely and set their own pace. Aeldari Bugfolk also enjoy exercising their smithing prowess or gaining greater religious understanding, and adventuring allows them to do so. Some might join with rebels fighting against oppression, and others might become champions for religious.
POWERFUL BUT THOUGHTFUL
Although they can be rough, Aeldari Bugfolk are generally thoughtful to even those of the lower caste. Still, they can find the better judgement in just about anyone.
Dwarves. “Dwarves were hot-headed and rude. But what they lacked in manners, anger, and drunkenness, they made up in valor. And I must admit, their best smiths produced art that rivaled the masterworks of our own.”
Halflings. “Halflings are people of simple pleasures, and what a way to live. They’re good people, they care for each other and tend their crops, and they have proven themselves far more bulwark than they appear.”
Humans. “All that hustle and bustle, and their drive to accomplish something before their time—human endeavors seem too grand for them. But then you look at what they have accomplished, and you have to appreciate their achievements. As their achievements have brought great help to us.”
Aeldari Bugfolk Names
Aeldari Bugfolk are considered grubs until they grow their wings to its fullest extent, some time after the twentieth birthday, and before this period they are called by grub names.
On the day known as: “Paksha”, an Aeldari Bugfolk gets their adult name, although those who knew him or her as a might continue to use the grub name. Each Aeldari Bugfolk’s adult name is a unique creation, though it might reflect the names of respected individuals or other family members. Little distinction exists between male names and female names; the groupings here reflect only general tendencies. In addition, every Aeldari Bugfolk bears a family name, typically a combination of other Aeldari words. Some Aeldari traveling among Common people translate their family names into Common, but others retain the Aeldari version.
Child Names: Allah, Bran, Dan, Eror, Frowd, Illum, Lum, Metall, Nal, Orv, Plati, Ran, Ring, Scy, Silv, Titan, Valumin
Male Adult Names: Abha, Ahsan, Akhil, Azim, Ashok, Bahadur, Basu, Copperaja, Damodor, Devdan, Dipak, Dinesg, Harenda, Harsha, Harana, Ila, Isha, Maraja, Purraja, Prabhakar, Rakesh, Raja, Raghu, Skar, Vijar, Vishal, Vikram, Yash
Female Adult Names: Abha, Aishwarya, Ananda, Ankita, Archana, Chandana, Chandrakanta, Darshana, Dipti, Esha, Gita, Indu, Kamala, Lalita, Madhar, Manju, Meeta, Mukta, Nitya, Padma, Rani, Shakti, Sonal, Sumana, Sunita, Tara, Valli, Vijaya, Vimala, Zimani
Family Names: Aradhya, Bhakta, Gangi, Hara, Ikshula, Lalitesh, Markandeya, Naagesh, Sahili, Yaksha
Ability Score Increase. Your Constitution score increases by 1.
Age. Aeldari Bugfolk mature slower than humans, despite their insect heritage, and can live up to 200 years.
Alignment. Due to their willingness to trade with anyone, Aeldari Bugfolk are often Lawful Neutral. However, some Aeldari Bugfolk have took different paths.
Size. Aeldari Bugfolk are humanoid in posture. Your size is Medium.
Speed. The Aeldari Bugfolk can be slim and fit, but due to their heavier carapaces on their bodies, they’re slowed down exceptionally. Your base walking speed is 30 feet.
Languages. You can speak, read and write Common and Aeldari. Aeldari is a deeply guttural, with clicks and low growls. Aeldari literature is strange and cryptic, and their religious books and scrolls are infamous among religious fanatics and anthropologists. Many religious figures learn this language to learn the enlightenment that many Moths have achieved.
Subraces. The Aeldari Bugfolk are divided by their subraces: Locusts, Mosquitoes, Beetles and Moths. Choose one of these subraces. Depending on the subrace you choose dictates the way you are treated, or seen.
Aeldari Bugfolk v2 Traits
Three Toed Feet, Aeldari Wings, Smith’s LoreThree Toed Feet
You are not affected by difficult terrain created by the earth.
Aeldari Wings
You have a flying speed of 30 feet.
Smith’s Lore
You have proficiency with smith’s tools, and when every you make an Intellegence (History) check related to the origin of a piece of armor or weaponry, you are considered proficient in the History skill and add double your proficiency bonus.
Beetle
The beetles are powerful soldiers and the higher of the middle caste. Their highest are royal guards or shamans and royals, and the lowest are soldiers.
Size. The beetles are the largest of the Aeldari race, at around 6 to 8 feet tall. Your size is Medium.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Ability Score Increase. Your Strength increases by 2.
Bulwark Beetle Shell. Your shell is unbreakable and your defense is unparalleled. You have a base AC of 17, but due to your heavy shell your flying speed is reduced to 15 feet.
Locust
The locust are the lowest of the caste. Their highest are entertainers and the lowest are farmers.
Size. The Locusts are the shortest of the Aeldari Bugfolk, at around 5 to 6 feet, which is perfect for their main jobs as entertainers and farmers. Your size is Medium.
Ability Score Increase. Your Charisma increases by 2.
Farmer’s Knowledge. You have proficiency with Intelligence (Nature) and Wisdom (Medicine) checks.
Unbreakable Teeth. You can bite through most substances.
- Wood: 1 square inch a second.
- Cloth: 1 square inch a millisecond.
- Stone: 1 square inch a minute.
Mosquito
The mosquitos are the lowest of the middle caste. Their highest are archers for the higher castes and the lowest are farmers.
Size. The mosquitos are one of the shortest members of the Aeldari Bugfolk, at 5 to 6 feet. Your size is Medium.
Ability Score Increase. Your Dexterity increases by 2.
Fleet of Foot. Your base walking speed is 35.
Aeldari Needle. You can impale a creature within 5 feet with your needle and can regain hit points equal to your 1d6 + your proficiency.
Moth
The moths are powerful and absurdly wise priests and priestesses and make up the high caste. Their highest are royals or shamans, and their lowest are priests.
Size. The Moths aren’t the biggest Bugfolk, at around 6 to 7 feet tall, and that’s why they have the Beetles to protect them. Your size is Medium.
Ability Score Increase. Your Wisdom increases by 2.
Moth Magic. You know the sacred flame cantrip. When you reach 3rd level, you can cast the detect good and evil spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells.
Superior Darkvision. Your darkvision has a range of 120 feet.
Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of you attack, or whatever you are trying to perceive is in direct sunlight.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
3/18/2020 8:13:12 PM
|
113
|
30
|
5e
|
Coming Soon
|
Comments
-
View User Profile
-
Send Message
Posted Mar 19, 2020yeah, this has definitely improved the race. Only a couple more tweaks to the speed or AC of the beetle - perhaps reducing their walking speed, or making it so that they can't wear armor - and this will be pretty much perfect.
I can already imagine a ton of ways to implement this race into a campaign setting or as part of a campaign's plot.
Really cool :)