Homebrew Araxapod Species Details

Hidden away in a sprawling underground city, or wandering about dense forests; the araxapod are a race of humanoid insectfolk who live together in a tribe or kingdom they've established. Araxapods have a smaller second pair of arms near their neck, though they don't provide much utility outside of grasping things like food near their mouth. Their mouths look a little like human mouths when closed, but consist of multiple mouth parts which makes looking at them speak a little unsettling. They also possess antennae, horns and an abdomen, which vary in shape and size depending on their true image.

Most araxapod societies follow a hierarchy system: one royal family rules over the other inhabitants of their domain, deciding which laws must be followed and leading their armies to defend their kingdom. Their civilization depends on their social bonds and unifying force; any conflict within the ranks of their society will quickly lead to their downfall. Araxapod kingdoms are mostly peaceful when unprovoked, but their large forces can be lethal during war with other nations. Conflict between araxapod kingdoms is not unheard of, as kingdoms often seek to expand their borders.

True Image

The shape and traits that defines each kind of araxapod is mostly determined by their upbringing and surroundings as a young grub. Grubs who live a hardy life near the sea might develop a more hardened shell and gain the ability to breathe underwater, and grubs who hide away in the undergrowth might develop eyesight best suited for nocturnal travel. With each molting, their true image and calling is revealed. Depending on what form they assume, araxapods may receive a different role in their kingdom; an araxapod with exceptional eyesight and flight might be enlisted as a scout, while an araxapod with great might and a tough shell may be used as a bodyguard. No matter their upbringing, each araxapod will have an important role to play in the kingdom's survival.

Purpose for Adventure

The motives for an araxapod to leave its kingdom depends heavily on its alignment with the kingdom. The araxapod might have been sent on an important mission by their ruler. Perhaps they are an outcast or fugitive in the kingdom they hail from, and are desperately trying to find a new purpose or escape justice. The araxapod's kingdom might have fallen, leaving them without a home or purpose.

Araxapod Traits

Exoskeleton, Imago Traits

Exoskeleton

All araxapods possess a reasonably sturdy exoskeleton that can protect them in need. Whenever you take bludgeoning, slashing or poison damage, you may roll a d4 and reduce the damage done by the amount rolled. However, whenever you take fire or cold damage, you must roll a d4 and add the amount rolled to the damage done to you.

(Examples: If you initially take 11 bludgeoning damage and roll a 3 for Exoskeleton, you will instead take 8 bludgeoning damage. If you initially take 7 cold damage and roll a 4 for Exoskeleton, you will instead take 11 cold damage.)

At level 4, you use a d6 when rolling for Exoskeleton. At level 7, you use a d8 when rolling for Exoskeleton. At level 11, you use a d10 when rolling for Exoskeleton. At level 15, you use a d12 when rolling for Exoskeleton.

Imago Traits

With each molting you've done as a young grub, your true form has been determined. This form is decided when you initially create your character and cannot be changed.

You can choose one of the following imagos:

Monarch

This imago is often called a Monarch, and closely resembles normal butterflies in terms of appearance. Their wings have beautiful yet distinct patterns and colorations, and their personalities tend to be prideful and elegant.

As a monarch, you get the following traits:

Flight

You have a flight speed of 30 feet. To use this speed, you can't be wearing medium or heavy armor.

Ability Score Increase

Your Charisma score increases by 2, and two ability scores of your choice increase by 1.

Soldier

This imago is often called a Soldier, and closely resembles normal bees and wasps in terms of appearance. Possessing flight and a dangerous stinger, they tend to be extremely loyal towards their ruler.

As a soldier, you get the following traits:

Flight

You have a flight speed of 30 feet. To use this speed, you can't be wearing medium or heavy armor.

Ability Score Increase

Your Wisdom score increases by 2.

Sting Attack

You can use your action to attack an enemy with your stinger. If you land the attack, the target takes 2d6 piercing damage. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your sting attack, you can’t use it again until you complete a short or long rest.

 Scout

This imago is often called a Scout, and closely resembles normal flies, dragonflies and damselflies in terms of appearance. They are much faster fliers than other flying araxapods and possess excellent eyesight. However, they're not the best when it comes to standing up for themselves.

As a scout, you get the following traits:

Flight

You have a flight speed of 60 feet. To use this speed, you can't be wearing armor of any kind.

Sharp Eyes

You have excellent eyesight, giving you proficiency in the Perception and Investigation skills.

Ability Score Increase

Your Dexterity score increases by 2.

Watcher

This imago is often called a Watcher, and closely resembles normal moths in terms of appearance. Similar to monarchs, they have distinct wings, but don't have as much color. Their nocturnal nature makes them a little shifty.

As a watcher, you get the following traits:

Flight

You have a flight speed of 30 feet. To use this speed, you can't be wearing medium or heavy armor.

Darkvision

With specialised eyes accustomed to dark environments, you have 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.

Ability Score Increase

Your Wisdom score increases by 2.

Tank

This imago is often called a Tank, and closely resembles normal beetles and isopods in terms of appearance. Their tough exoskeleton, mighty horns and tremendous strength makes them excellent bodyguards and warriors. However, they tend to be a little dull.

As a tank, you get the following traits:

Natural Armor

Your incredible carapace provides great protection, but it is ill-suited for wearing armor. This exoskeleton 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.

Powerful Build

Your vigorous build gives you great strength. You count as one size larger when determining your carrying capacity and the weight you can push, drag or lift.

Ability Score Increase

Your Constitution score increases by 2.

Buoy

This imago is often called a Buoy, and closely resembles normal crustaceans in terms of appearance. Similar in build and nature to tanks, buoys are accustomed to life near water, and often act as traders for their kingdom.

As a buoy, you get the following traits:

Natural Armor

Your incredible carapace provides great protection, but it is ill-suited for wearing armor. This exoskeleton 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.

Waterwalker

You can breathe air and water. You also have a natural swimming speed of 30 feet.

Ability Score Increase

Your Constitution score increases by 2.

Builder

This imago is often called a Builder, and closely resembles normal ants and termites in terms of appearance. The most common imago found in araxapod kingdoms, builders excel at crafting and carrying objects. The nests that araxapods occupy are usually made by builders.

As a builder, you get the following traits:

Heavy Lifter

You have incredible strength for your size. You count as one size larger when determining your carrying capacity and the weight you can push, drag and lift.

Ability Score Increase

Your Strength score increases by 2, and two ability scores of your choice increase by 1.

Stalker

This imago is often called a Stalker, and closely resembles normal spiders in terms of appearance. Their stealthy build and deceiving nature makes stalkers great assassins for their kingdom. However, they tend to leave their kingdom for personal reasons.

As a stalker, you get the following traits:

Sneaky

Due to your build, you are proficient in the Stealth skill.

Darkvision

With specialised eyes accustomed to dark environments, you have 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.

Spider Traits

You can cast the web and spider climb spells once with this trait, requiring no components, and you regain the ability to cast both spells this way when you finish a long rest. Dexterity is your spellcasting ability for these spells.

Strider

This imago is often called a Strider, and closely resembles normal locusts in terms of appearance. With powerful legs that allow them to jump very far, striders are often enlisted as messengers for the kingdom. They are often light on their feet and speak a little faster than other araxapods.

As a strider, you get the following traits:

Long Jump

Thanks to your strong legs, your jump distance is tripled.

Fast Talker

You are quick with your words, giving you proficiency in the Deception and Persuasion skills.

Ability Score Increase

Your Dexterity score increases by 2.

Whipper

This imago is often called a Whipper, and closely resembles normal scorpions and earwigs in terms of appearance. Whippers have an elongated abdomen that ends with a stinger or mandibles, allowing whippers to attack even without a weapon. Their ferocious nature makes them excellent warriors.

As a whipper, you get the following traits:

Ability Score Increase

Your Strength score increases by 2, and two ability scores of your choice increase by 1.

Tail Attack

You can use your action to attack an enemy with your tail. If you land the attack, the target takes 2d6 slashing damage. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your tail attack, you can’t use it again until you complete a short or long rest.

Cutter

This imago is often called a Cutter, and closely resembles normal praying mantids in terms of appearance. With sharp claws, they excel at unarmed combat. They tend to remain calm and composed, even in the face of danger.

As a cutter, you get the following traits:

Claws

Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Strong Resolve

You can keep your composure even in peril. You have advantage on saving throws against being frightened.

Ability Score Increase

Your Dexterity score increases by 2, and your Wisdom score increases by 1.

Age

Araxapods reach a new stage in their lives whenever they successfully molt. As young grubs, they molt once every month as they grow and develop different characteristics depending on their upbringing. Once they've reached their true image at age 10, they will only molt once a year. They can live up to 100 years.

Alignment

Araxapods tend to be lawful in nature, following the rules and orders of their kingdom. Whether they are good or evil depends on their kingdom.

Size

The size of an araxapod depends on their true image, ranging from 4 feet to 7 feet. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Language

You can speak, read and write Common and Sylvan. The Sylvan that araxapods speak tends to be a bit harsher and more savage than the Sylvan spoken by most fey creatures.

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