Homebrew Beetle Folk Species Details
Beetle Folk
Beetle Folk share many traits with their insect counterparts. Their bodies are covered in thick armor, through which they breathe. They are often terrified of water as they are unable to regulate or hold their breath and can suffocate quite quickly under water or when air is limited.
They also display the same resilience as their namesake, both physically and mentally. Beetle Folk are known to withstand great blows from axes and maces, and face down the greatest of dangers or hardest of times without complaint.
Great Devourers
Beetle Folk have a culture of consumption, they use everything to its maximum extent, often leaving nothing. Beetle Folk will eat entire carcasses bones and all. They will even eat each other when food is scarce, including their hard chitinous exterior. Nothing remains when a group of hungry Beetle People finishing feeding.
Colorful Chitinous Shell
Blue, red, green and yellow, either dotted or striped, some wear different kinds of patterns. The chitinous plating of Beetle Folk come in all colors and forms. It’s beautiful, but it's actually the strongest of all the Insectoids. The Beetle Folk also have a variety of different adornments on their head, like horns, pincers or antennae. Some Beetle Folk are bulky and stout, while others are lean and frail. No other race of Insectoid is as diverse in appearance as the Beetle Folk.
Age
Beetle Folk are in a larval form underground for the first 10 years of life. They then go into a cocoon stage for 1 year. Coming out as young adults at age 11. They then can live for 100 more years.
Names
Beetle Folk prefer names that start with B, C, K, S, and Z
Male: Blitz, Crispen, Khaos, Snarge, Zazz
Female: Brava, Crystal, Kale, Sammy, Zipiez
Choose 3 Beetle Traits
While each Beetle Folk embodies a different type of beetle, they can choose 3 Beetle Traits. You get 2 traits at level 1 and 1 more trait at level 8. Some traits are only available at level 8. Some Traits have Prerequisites. You may take 1 level 1 trait and 2 level 8 traits when you reach level 8 instead.
Beetle Folk Traits
Your Beetle Folk character has these racial traits. These traits are suitable for other D&D worlds.Ability Score Increase
Your Strength score increases by 2, and your Constitution score increases by 1.
Size
Beetle Folk average over 6 feet in height, and they have stocky builds. Your size is Medium.
Speed
Your base walking speed is 30 feet.
Languages
You can speak, read, and write Common and Undercommon
Natural Armor
The chitin plating of beetlefolk is much more durable than of other Insectoids. It gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.
Similar to other insects you breathe through your shell. You cannot hold your breathe and situations that require you to do so immediately put you in the suffocating condition.
Darkvision
All Beetle Folk started their lives as a baby grub buried in the ground and after a cocoon stage became a young adult Beetle Folk. Time underground has made them able to 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 not discern color, only shades of gray.
Choose 3 Beetle Traits
While each Beetle Folk embodies a different type of beetle, they can choose 3 Beetle Traits. You get 2 traits at level 1 and 1 more trait at level 8. Some traits are only available at level 8. Some Traits have Prerequisites. You may take 1 level 1 trait and 2 level 8 traits when you reach level 8 instead.
Horns and their abilities (Lvl 1)
Your horn or horns is/are a natural weapon, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Hammering Horn
Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your horn(s). The target must be no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.
Goring Rush
Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action. If you hit with this attack, you deal slashing damage equal to 1d8 + your Strength modifier.
Pinchers and their abilities (Lvl 1)
Some Beetle Folk have and can use their powerful Pinchers to grapple their foes. You gain advantage on checks made to grapple creatures or prevent creatures from escaping your grapple. Additionally, you count as one size larger for the purpose of grappling.
Natural Scissors
Your pinchers are a natural weapon, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You can cut through non-magical clothing, grass, and tree limbs about as thick as a broom handle. You cannot cut magical things.
Laceration Rush
Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your pinchers as a bonus action. If you hit with them, you deal slashing damage equal to 1d8 + your Strength modifier.
Fluorescent Abdomen (Lvl 1)
Your abdomen can produce bright light in a 20-foot radius and dim light for an additional 20 feet. Additionally, you can let your flurescent organ flare up in a flash of light. Every creature in a 5 foot radius is blinded until the end of your next turn and take 1d4 fire or radiant damage (your choice). Once you use this ability, you can't do so again until you finish a long rest. You can perform this attack at disadvantage while prone or grappled.
Hooks (Lvl 1)
Some Beetle Folk have special hooks on their wrists. You have a climbing speed equal to half your movement speed. You have advantage on climb checks. You can hang by them for 2 hours before suffering 1 exhaustion and 1 additional exhaustion per hanging hour. Your hooks count as natural weapons and you are proficient with them. They do 1d4 slashing damage. You gain advantage on checks made to grapple creatures or prevent creatures from escaping your grapple. Additionally, you count as one size larger for the purpose of grappling.
Multiple Arms (Lvl 1)
You have four arms, two on each side. They can hold items but not any shields or weapons till level 8 when you can choose to improve them. You do not gain advantage on climb or grapple checks with them. They’re too weak right now.
Flying Speed (Lvl 8)
You gain a flying speed. You don't take damage from falling and always land on your feet. Should you be knocked prone, have your speed reduced to 0, or are otherwise deprived of the ability to move before you land, you take damage equal to the total distance you fell.
If you have (prerequisite Hooks level 1 and strength of 16 and above) you can attempt to grapple a target. On a success you carry that target 20 feet in any direction while flying. If you have (prerequisite Hooks and Hooks Improvement) you grapple at advantage.
If you have (prerequisite Multiple Arms) You can use a dash action to do a fly-by. A Fly-by is a help action bonus action or item using bonus action on a ally without taking reaction damage. If you have (prerequisite Multiple Arms and Multiple Arms Improvement) you can now do 1 Fly-by attack action as a bonus action providing you dash action first and suffer no reaction damage.
If you have (prerequisite Horns or Pinchers and strength of 18 or more) You can do Laceration Rush or Goring Rush while flying and do 2d8 damage. On a crit you knock the target prone. This attack is magical.
If you have (Both Horns and Pinchers and a strength of 18 or more) you do 3d8 on a Laceration Rush or Goring Rush while flying. On a critical you knock any target prone. This attack is magical.
If you have (prerequisite Multiple Arms and Multiple Arms Improvement) you can carry 4 small allies or 2 medium allies and their gear suffering no penalty.
If you have (prerequisite Fluorescent Abdomen) you can make a dash action you can do a Fly-by and perform the Flare-Up attack as a bonus action with advantage and suffer no reaction penalties. If you have (Prerequisite Fluorescent Abdomen and Fluorescent Abdomen Improvement) You can use a dash action and perform the Flare-Up attack as a bonus action at advantage and suffer no reaction penalties.
Burrowing Speed (Lvl 8)
You gain a burrowing speed. You have a burrowing speed equal to your movement speed. You can burrow through wood, gravel, and very rusty metal but, it counts as difficult terrain. You cannot burrow through solid stone or unrusty metal. If you attempt to burrow through anything magical you take 1d4 damage for each foot burrowed. If you have the (prerequisite Hooks level 1) you can burrow through solid stone as difficult terrain. If you attempt to burrow through anything magical you take 1d4 damage for each foot burrowed. If it’s magical solid stone you take 1d6 damage. If you have the (prerequisite Hooks level 1 and Hooks improvement level 8) you can burrow through anything except diamond and adamantine. If you attempt to burrow through anything magical you take 1d4 damage even magical solid stone, for each foot burrowed. If it’s magical metal you take 1d8 for every foot burrowed.
Multiple Armed Improvement (Lvl 8)
(Prerequisite Multiple Arms Lvl 1 Strength 16 or greater) you may wield a one-handed weapon in each arm. As a bonus action you can attack 1 extra time and only 1 extra time.
If your strength is 16, or greater, you may wield 1 shield and 3 one-handed weapons or 1 shield, 1 one-handed weap, and 1 two-handed weap. Or if your dex is 16 or greater 1 shield, 2 bows, one hand free to fire both bows as an action and bonus action.
If your dexterity is 16, or greater, you may wield 2 bows. You may wield 4 firearms or crossbows. If your dexterity is 16 or greater, you may make 1 ranged attack action and only 1 ranged attack as bonus action.
If you have taken the (prerequisite Hooks at level 1) on your bonus action you may make 2 unarmed strikes with your extra hooked hands doing 2d6 damage now. If you hit with a melee attack as part of your attack action you can choose to do a grapple check with advantage as a bonus action instead of unarmed strikes.
Fluorescent Abdomen Improvement (Lvl 8)
(Prerequisite Fluorescent Abdomen Lvl 1)
Your abdomen can now produce bright light in a 50-foot radius and dim light for an additional 20 feet. Additionally, you can let your flurescent organ flare-up in a flash of light. Every creature in a 15 foot radius is blinded until the end of your next turn and take 4d8 fire or radiant damage, your choice. Once you use this ability, you can't do so again until you finish a long rest. Additionally, you can perform this attack while grappled or prone now without disadvantage.
Horns Improvement (Lvl 8)
(Prerequisite Horns level 1)
All your horn attacks do 2d6 damage now. If you use Hammer Horn you can push the target 15 feet away now. Your Goring Rush does 2d8 damage normally. It also knocks any target prone if you score a critical hit. Your horns are now magical.
Pinchers Improvement (Lvl 8)
(Prerequisite Pinchers level 1)
Your pinchers attacks do 2d6 damage now. Laceration Rush now does 2d8 damage normally. It also knocks any target prone on a critical hit. Your pinchers are now magical and can cut only magical clothes. You auto-succeed any grapple check on targets smaller than you as long as they don’t have resistances or a Freedom of Movement spell or similar resistances and spells. You have advantage to grapple something 1 size larger than you as long as they don’t have resistances or a Freedom of Movement spell or similar resistances and spells.
Hooks Improvement (Lvl 8)
(Prerequisite Hooks at level 1)
You have a climbing speed equal your full movement speed now. They do 2d6 slashing damage now and you can hang by them indefinitely suffering no exhaustion. You can even sleep while hanging. Your Hooks are now magical.
If you have taken (Prerequisite Multiple Arms and Hooks at level 1) You can double your climb speed.
If you have taken the (Prerequisite Hooks and Pinchers at level 1) you auto-succeed all grapple checks on creatures smaller than you unless they have resistance or a Freedom of Movement spell or similar resistances or spells.
The Great Siege Beetle (Lvl 8)
(Prerequisite Horns and Pinchers level 1 strength of 18 or greater) You can do Laceration Rush or Goring Rush and you do 4d8 normally. On a critical you knock any target prone and destroy 1 of their non-natural armor they are wearing even if it’s magical. This is a magical attack. You will take 1d8 of damage in return.
If you do this attack on a non-magical structure you do double damage and take 1d8 damage. You do regular damage if it’s a magical structure and take 1d8 damage in return.
Natural Gifts Improvement (Lvl 8)
You gain Superior Darkvision and your Chitin Shell becomes stronger.
You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can not discern color, only shades of gray.
You now have a base AC of 20 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.
Similar to other insects you breathe through your shell. You cannot hold your breath and situations that require you to do so immediately put you in the suffocating condition.
Comments