Homebrew Arthrofolk Species Details

I've never seen anything like it before; a hole in the sky, ripped open, and dozens of insect swarms flew out. People all around Toril claimed to witness it!

Of course, we all found that - upon the inevitable closer inspection - those were not mere insects, those were people. People with wings, multiple pairs of limbs, and carapaces.

I was in one of the lucky places that housed the invasion of non-hostile swarms, but I've heard not every observer was lucky enough to be greeted in peace.


 

A long time ago, something unknown caused a rift to connect between the Material Plane and a different planet, later nicknamed the Grand Colony. This rift caused portals to open all around Toril, lending access to travel between the different locations. While barely any mortal managed to venture inside the Grand Colony, the arthrofolk were able to move freely between the planets. Both parties suspect that this is due to the arthofolk's physical make up, since most beasts and races from Toril could not venture inside the openings without being burnt to the bone by magical residue - but those that could were arthropods. This is the only familiar thing the inhabitants of Toril could find on this peculiar race, and such they have nicknamed them "arthrofolk", the arthropod folk.

Need for research pushed the inhabitants of Toril to ask more questions. As all people, the arthrofolk had capricious personalities and could not be generalized into "aggressive" or "passive" - each one was unique, and some groups were friendly enough to cooperate with Toril's native races. One thing for sure, the personality of the arthrofolk is largely impacted by the arthropod they may resemble, with spider-like persons being highly defensive, honeybees being friendly and accepting as long as they received no harm, and water bugs being very aggressive and ready to strike at any provocation.

With patience, the arthrofolk learned to accommodate to Toril, and have learned to pass on the Common language as their new generations grew up in the Material Plane. It has been found that arthrofolk actually have their own language, but with dialects that range between origins. The arthrofolk themselves describe the difference between each other as "H'rissk", or "purpose" in their common dialect. 

History in the Making

Not every day does one witness a great historical unfold before their eyes. The Day of the Swarming, however, was one of those days. Thousands of research books, journals, personal notes, and mails were filled with personal testimonies about the Swarming. This day would be remembered for quite a while, being well-documented and with millions of witnesses. The most solid proof to this event, however, is the appearance of insect- and arachnid-like people all over Toril.

So I came to the spider person and said, "may I ask you a question?"

"Of course," he said.

"What exactly were your people running from?"

"Hissssss!"

I haven't slept well since; I can still feel his angry gaze, eightfold.


Fight and Flight

When they arrived, the arthrofolk settled in Toril like they didn't intend to leave. And indeed, they hadn't - apparently, they have been running away from their planet in hopes of finding a new home, and found it they have. Whatever it was - or is - that scared these curious people away remains a mystery, since no arthrofolk who knows about the matter seems to want to share their knowledge, either refusing outright or giving misleading information and riddle-like clues. It is believed by most arthrofolk that talking about It will make It come after the Material Plane, and as such, this subject is strictly forbidden to talk about in their culture.

Not all arthrofolk left their original home. Some stayed behind, described by the migrants as brave warriors who swore to hold off the threat as the rest ran through the portals and sealed it behind them. The arthrofolk described those people as an army, a "Klirck H'uark", meaning "grand colony" in their common language. Thus, the planet from which arthrofolk originated has been dubbed The Grand Colony. With time, the portals have been finally sealed, as arthrofolk mages and sorcerers been doing their hardest to keep anything non-arthrofolk from coming out of those portals. 

In and Out

The portals appeared everywhere on Toril, indiscriminately; underwater, in the sky, inside the ground, in mountains or forests, in all climates and altitudes. The arthrofolk swarming out of the portals were as varied as the locations, as flying arthrofolk came out of portals high in the sky, and in some places the ground collapsed inside out as hundreds of arthrofolk apparently dug their way out of the portals using their own claws. This gave arthrofolk an invading advantage, but while some groups did invade aggressively, most arthrofolk just wanted to keep themselves alive and safe. There have been reports of groups of arthrofolk safely integrating into small villages, but also of groups that mercilessly slayed anything that stood in the way of building a new hive. Some have reported how their local governments took advantage of the local arthofolk's docile nature and enslaved them.

Even with the arthrofolk's disapproval, the portals were studied and tested, but still remain mysterious to Toril's greatest of minds. Magical residue was found at every portal opened at the event, but this residue was different than that of the Weave, and even from that of draconic, fiendish, celestial, or elemental magic. The high concentrations of that residue caused flesh to immediately disintegrate upon passage, unless the passenger had the carapace of an arthropod. In fact, there have been rumors of Thri-Kreen tribes that have traded with the Grand Colony before the complete removal of the portals from Toril.

All known instances of the portals have been closed since the Swarming event. The arthrofolk remain a rare race and are not often sighted, preferring to keep with each-other and work together. Some solitary arthrofolk can be spotted sometimes, however, and local legends will tell of them as either merciless slayers, or docile urchins.

The Grand Colony

The arthrofolk claim that a great majority has relocated into Toril, with the rest being left behind as warriors to fight the unknown evil they were trying to escape. The Grand Colony is described as an army of elite warriors, with both magical prowess and expertise in physical weapons, along with any natural advantages they might have, like stingers and spinnerets. The arthrofolk do not believe that their army can defeat the enemy, but rather, that they stayed behind so that the rest of the race could safely relocate while the enemy is held back - that is the most information that the arthrofolk are willing to share about their enemy.

"You know, you're pretty, for a wasp," at the time I thought this was a smooth line.

"Thank you," she seemed to appreciate the compliment.

"Have any sisters nearby?" I joked.

"No. We live in solidarity, planting our eggs on roaches and letting the young eat their still-living body."

I don't know why I bother.


While the Grand Colony is an army outside of the Material Plane, hives and nests of arthrofolk have already settled in Toril. Travelers in forests of giant trees will find some trees hollowed out, with dozens of entrances guarded by armed arthrofolk. Sometimes traders would report a sudden tremor and a collapsing road, revealing a tunnel into a colony of arthrofolk underground. These sudden changes in the natural parts of Toril has many inhabitants concerned, like all sudden changes, and Rangers have taken a disliking to the swarming variations of the race.

However, not all arthrofolk gather in a swarm inside a hive or a colony. Some arthrofolk come from solitary origins, preferring to travel or live alone rather than stay with a family of hundreds. These arthrofolk are usually Rangers, Druids, or Rogues. Some also turn to a life of trading or adventuring.

Arthrofolk Traits

As an arthrofolk, you have the following traits.

Ability Score Increase

Three ability scores of your choice are raised by 1.

Age

Arthrofolk ages can vary with what arthropod they resemble.
For example, butterfly- and moth-resembling arthrofolk live for about as much as a human, but female spider-resembling arthrofolk may live up to 350 years.
Work with your DM to determine the lifespan of your arthrofolk character.

Alignment

Arthrofolk are focused on surviving and the continuity of their species. On their planet, no arthrofolk were good heroes or evil villains, and acts of egotism or altruism were done as parts of necessary survival methods. Thus, most arthrofolk are Neutral, with community-based persons leaning towards Lawful, and the more solitary ones being more Chaotic.

Size

Arthrofolk range from under 5 to over 8 feet tall and have varied body types and builds. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Darkvision

The average arthrofolk is crepuscular, so they have adapted superior vision in dark and dim conditions. You can 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’t discern color in darkness, only shades of gray.

Subrace

What arthrofolk define as Purpose is their way of describing different groups of arthrofolk subraces. Choose at level 1 what type of arthrofolk is your character.

Burrowing

You are a subrace of arthrofolk that has adapted claws and mandibles to dig through the ground. Whether your are an ant, a beetle, or a termite - you have burrowing speed equivalent to your walking speed. Tough ground such as rocks and gravel acts as difficult terrain when burrowing. Also, you were taught the language of the ground; you know the Arthro-burrow dialect of the Arthro-common language.

Swimming

You are a subrace of arthrofolk that has adapted to life in or near water. Whether your are a water-strider, a water bug, or a backswimmer - you have swimming speed equivalent to your walking speed. Slimy waters act as difficult terrain when swimming. Also, you were taught the language of the water; you know the Arthro-swim dialect of the Arthro-common language.

Winged

You are a subrace of arthrofolk that has wings. Whether your are a wasp, a mantis, or a fly  - you have flying speed equivalent to your walking speed. Strong wind currents act as difficult terrain when in air. Also, you were taught the language of the air; you know the Arthro-fly dialect of the Arthro-common language.

Natural Ability

As all arthrofolk are diverse, so are their natural abilities. Some have natural weapons such as stingers or mandibles, and other have spinnerets they can use to weave intricate webs. Choose what natural ability your arthrofolk character might have.

Mandibles

You have strong mandibles which you can use to chomp down on enemies or carry objects in. When you make a melee attack as an action, you can perform a Biting Strike as a bonus action. If you hit using Biting Strike, you can grapple the target for escape DC 8 + your Strength modifier. You can use Biting Strike once per short rest.

Spinner

You have a spinneret, or the natural ability to spin webs, create silk, or make cocoons. You can use this ability to create Clothes, CommonClothes, CostumeClothes, Fine, and Clothes, Traveler's. Doing so takes 8 hours.

Also, once per short rest, you can create a number of 5 ft by 5 ft traps equal to your CON modifier. Each trap grapples one creature who steps on it, with escape DC 8 + your WIS or INT modifier. Creating one trap takes 20 minutes. The trap gets destroyed if the grappled creature escapes.

Venom

You have the natural ability to deliver venomous strikes to your enemies, whether it's from a stinger or a set of sharp fangs. You know the poison spray cantrip.

Camouflage

Your appearance naturally blends in with your surroundings. You can cast the pass without trace spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Wisdom is your spellcasting ability for this spell.

Spring

You have strong legs, specialized for jumping. When you make a long jump, you cover a number of feet up to your Strength or Dexterity score + the respective modifier, with or without a running start. When you make a high jump, you leap into the air a number of feet equal to 5 + your Strength or Dexterity modifier (minimum of 2 feet), with or without a running start.

Luminous

You have a body part that can naturally emit glow, whether it be your thorax, your eyes, or bioluminescent markings. You know the light cantrip. Once you reach 5th level, you can cast the daylight spell once with this trait as a 3rd-level spell, and you regain the ability to do so when you finish a long rest. Constitution is your spellcasting ability for these spells.

Might

You have adapted to pick up, carry, and move objects up to several times your size. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. You also have an advantage on Athletics checks.

Zombify

You have adapted a natural ability to paralyze or control other creatures. You can cast command as a 1st-level spell, once per long rest. Charisma is your spellcasting ability for this spell.

Armored

You have a particularly hardened carapace. Your base AC is 13, and bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3.

Languages

You can speak, read, and write Common and Arthro-common. The languages of the arthrofolk are filled with clicks, hisses, chirps, and hard consonants. The dialect varies between the arthrofolk subraces, but all arthrofolk know the Arthro-common dialect. Arthrofolk are widespread on Toril - you also know one more language of your choice.

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