Homebrew Mothfolk Species Details

Moth

Mothfolk Traits

Your Mothfolk character has the following racial traits.

Ability Score Increase

When determining your character’s ability scores, increase one of those scores by 2 and a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.

Languages

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of widespread languages to choose from. The DM is free to add or remove languages from that list for a particular campaign.

Creature Type

You are a Fey.

Size

You are Medium or Small. You choose the size when you select this race.

Speed

Your walking speed is 30 feet.

Flight

Because of your wings, you have a flying speed equal to your walking speed. You can’t use this flying speed if you’re wearing medium or heavy armor.

Superior Darkvision

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’t discern color in darkness, only shades of gray.

Sunlight Sensitivity

You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Mothfolk Magic

You know the dancing lights and faerie fire spells. You can cast faerie fire without expending a spell slot, and you must finish a long rest before you can cast it this way again. You can also cast this spell using any spell slots you have. Your spellcasting ability for these spells is your choice of Intelligence, Wisdom, or Charisma.

Secondary Arms

You have two slightly smaller secondary arms below your primary pair of arms. The secondary arms function like your primary arms, with the following exceptions:

  • You can use a secondary arm to wield a weapon that has the light property, but you can’t use a secondary arm to wield other kinds of weapons.
  • You can’t wield a shield with a secondary arm.

Follow the Light

Whenever you can see a magical light source and come within 60 feet of it, you must succeed on a Wisdom saving throw or use your movement on each of your turns to enter the area or move within reach of the light. When you have done so, you can't willingly move away from the source of the light.

If the light or its source damage or otherwise harm you, you can make a Wisdom saving throw with advantage to end the effect, as described below.

At the end of each of your turns make a Wisdom saving throw. On a successful save, you are no longer affected by the light. 

If you successfully save against this effect you are immune to it for 1 minute, after which time you can be affected again.

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