Homebrew Mothfolk Species Details
"None were more afflicted with madness than that wizard, his face was plastered left to right with foul marks of insanity. Never again do I wish to meet him after seeing the creations of his magic."
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The Mothfolk
The Mothfolk
Mothfolk Traits
Mothfolk are strange beings, granting you these traits.Ability Score Increase
You gain an ability score increase of 2 to dexterity and 1 to wisdom.
Age
Mothfolk reach maturity around the age of ten and tend not to live much longer than fourty.
Alignment
Mothfolk tend toward chaotic alignments, having been made with such magics. But with no particular lean to good or evil.
Size
Mothfolk are small for medium humanoid creatures; they usually stand between four and five feet. weighing little more than 75-100lbs. Regardless they are medium creatures.
Speed
Your base walking speed is 30 feet. And you have a fly speed of 20 feet, but only for a limited time equal to half your strength score rounded down in rounds at a time; requiring a break of equal length before attempting to do so again.
Being of Chaos's creation
Only a race of a few hundred years, the Mothfolk are creations of chaotic magical experiments. Mages seeking slave races to serve their endless lust for power created the Mothfolk out of mana syphoned directly from the most chaotic portions of the weave. Once born they were too difficult to control and were killed out, or so was thought. Surviving Mothfolk have a deep connection the weave which gives them unnatural, and irregular powers.
Upon taking damage, the Mothfolk’s bond with the weave may become temporarily severed causing a backlash of mana. This can have several, unexpected, results. When taking damage greater than Level+4 (minimum 8) roll a d8 to find out what happens:
1: A bright arc of mana forms from the wound and strikes the attacker, instantly dealing 1d6 force damage. If at least one max dice is rolled, the mana arcs towards a second target within 10ft, dealing 1d4 damage, if this is also maxed it can arc to a third target within 10ft dealing 1 force damage. The damage increases by 1d6,1d4 and 1 respectively at level 5,10,15,20.
2: A blinding flash of light emanates from you, any creature considered hostile towards you must make a constitution saving throw, DC (CON), or become blinded for the duration of its next turn. The DC increases by 1 at level 5,10,15,20
3: A terrifying tremor cracks the earth bellow you, all creatures within a 15ft radius must make a DC (DEX) dexterity saving throw or take 2d4 bludgeoning damage and be knocked prone. The dc increases by 1 at level 5,10,15,20.
4: A strong whirlwind temporarily forms around you, blowing outwards. Any creature within a 5ft radius must make a DC (STR) strength save or be pushed in a straight line away by 10ft. The DC increases by 1 at level 5,10,15,20
5: A magnetic field forms around you, shielding you temporarily from additional damage as it creates a ring of iron flakes. Until the end of your next turn you gain the benefits of half cover.
6: A ball of mana forms outside your wound and fires towards the nearest creature, prioritising your attacker. When it hits the creature must make a DC (WIS) Saving throw or become charmed by you for 1 minute. The DC increases by 1 at level 5,10,15,20
7-8: The mana fissure backfires causing the wound to flare up with mana burn, you take your level in damage and your hit point maximum is reduced by half of that until you can take a rest.
In the same vein their connection to the weave can temporarily enhance their magical capabilities: When casting a spell that either heals or deals damage roll a d4 from the following table:
1-2: A small extension of the spell forms in your other hand, targeting a different creature you may deal half your level in damage of the same type as the spell, or heal by it.
3: A burst of mana exudes from the weave, increasing the spells dice by one.
4: A large flow of mana enters your body, make a DC 16 Con save. On fail take half your level in force damage. On success regain one spell slot of the lowest tier possible.
Languages
You can speak, read, and write Common and one extra language of your choice. Mothfolk typically speak the language of the the race that created them.
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