Homebrew Chitinoid Species Details

Long ago, a blazing comet tore across the sky. It crashed in a distant jungle and was soon forgotten about. Centuries later, explorers that delved into the deep jungle discovered the Chitinoids, a race of unusually intelligent insects. When conversing with the Chitinoid leaders, they discovered that the insect men had come from another world, and crashed onto this one while fleeing from a military coup. These outcasts hide in the jungle to this day, gathering power and resources until they believe they are strong enough to retake their home world.

Chitinoid Traits

Chitinoids have an alien physiology, granting them several traits that are useful as an adventurer

Ability Score Increase

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

Age

Chitinoids reach maturity within six months of hatching, and usually live for around eighty years.

Alignment

Almost all Chitinoids are lawful neutral, thanks to their detached, alien intellect. Some rare Chitinoids develop a conscience and leave their colonies to help make the world a better place. Others, particularly leaders, take advantage of their social status to tyrannically rule over their lesser kin.

Size

Most Chitinoids are slightly taller and thinner than the average human. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Sleepless

When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.
 

Offensive Variability

You gain a natural weapon from your insectoid heritage. Choose one of the following options:

  • Your ancestors passed on razor sharp claws to you. You can use these claws to make unarmed strikes, dealing slashing damage equal to 1d4 + your Strength modifier on a hit. In addition, once per short or long rest, when attack using your claws on your turn, you can make two more claw attacks as a bonus action.
  • Your ancestral Chitinoids were capable of generating and flinging globs of acid. You learn the acid splash cantrip. Constitution is your spellcasting ability for this spell.
  • You can use your sharp mandibles to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + you Strength modifier, instead of the normal bludgeoning damage for an unarmed strike.

Versatile Mobility

Your insectoid ancestors blessed you with a form of superior mobility. Choose one of the following options:

  • Climber: You gain a climbing speed of 30 feet.
  • Leaper: Your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start.
  • Sprinter: Your base walking speed increases to 40 feet.
  • Swimmer: You gain a swimming speed of 30 feet.
  • Tunneler: You gain a burrowing speed of 10 feet.
  • Glider: You gain a flying speed of 20 feet.

Insectoid Heritage

Your otherworldly ancestors blessed you with an alien feature. Choose one of the following options:

  • Builder: You learn the move earth cantrip. Constitution is your spellcasting ability for this spell.
  • Healer: As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest,
  • Infiltrator: You gain proficiency in the Stealth and Perception skills. When you make an ability check using either of those skills, you can roll 1d4 and add it to the total of the check.
  • Spinner: Once per long rest, you can cast the spell web. Constitution is your spellcasting ability for this spell.
  • Warrior: Once per long rest when you hit with an attack using the natural weapon you gained from your offensive variability feature, you can cause the target of the attack to take an extra 2d6 poison damage.
  • Worker: You gain proficiency in the Athletics skill, and you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

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