Homebrew Enniri Species Details
Watching from afar, these curious yet shy people do their best to stay out of conflict. Enniri are moth-like humanoids with four arms, two legs, and a set of four magnificent wings. They have an exoskeleton instead of bones and their carapace is covered in fine, silky hairs whose possible colors cover the rainbow. Their eyes are massive and well-adapted to low-lumination environments; sadly, this makes them sensitive to bright light, causing most Enniri to sleep during the day and go about their lives at night.
Like elves, Enniri live for a long time - typically 200 years - and have a great connection to nature. However, Enniri don't have any millennia-old grudges against other races and only become agitated when the expansion of other humanoids directly threatens the forests Enniri live in. When left alone, Enniri form tight-knit communities that, despite their high possible rate of reproduction via egg-laying, grow slowly and do their best to not be noticed by other humanoid groups in the area. Ennirin tribes place great emphasis on individuality, and as a result, only enough children to slightly expand the group are allowed each year. To avoid being noticed by other humanoids, Ennirin tribes are semi-nomadic, moving around in their habitat of choice (usually a forested or grassy region) but never leaving it unless they have to.
However, if an Ennirin tribe comes under threat, they forego this restriction and bolster their numbers at a rate other races cannot match, counting on an overwhelming numbers advantage to eliminate enemies. Any Enniri who survive such events are encouraged to form their own tribes with a few elders from the original one, but some stay with their forebears anyway. This influx of numbers can be hard for Ennirin communities to handle, but most survive by simply not allowing new children for a while.
Ennirin populations grow lethargically because tradition dictates that a group is only as strong as its members. So being, only a finite amount of Enniri are born at a time and each one is raised communally. Upon their tenth birthday, they are given a role in the tribe that they choose and then receive more specialized training from Enniri already in that field, such as weavers, painters, history-keepers, gatherers, wardens, and so on.
Though the sun poses difficulty upon their vision, Enniri take great care with preserving what light they can. Light to an Ennir is a boon in small amounts but a bane in large sums. So being, Ennirin villages in forests light up at night with silver-gray, blue, and other cool-color or muted-color emanations from magical lanterns. Painting and weaving are the arts held in highest regard among Enniri since their visual nature makes them wonders to the mostly-nocturnal people. Common motifs in murals and tapestries include the moon, stars, and the color silver. Dusk and dawn are most Ennirin's favorite times because of the low natural light, which allows them to see without difficulty.
The moon is, in fact, the most important object to Enniri. It reflects enough of the sun's light to see by without burning their eyes and is said to be the watchful eye of the "first Ennir," a mythical being whom all Enniri are said to descend from. When the moon is full, nights are regarded as safe and foragers are sent to gather fruits and vegetables to supplement their nectar-based diets. Artists - who rely on light the most - are most productive during this time. When the moon is new or not visible in the sky, the eye of the first Ennir is closed, meaning it can't watch over its children should they wander outside the protection of their tribes. Enniri would only leave safety willingly when the moon cannot be seen if they had a death wish or a great responsibility that can't wait for the first Ennir's caring gaze.
Ennir faces are dominated mostly by their eyes, but two large, feather-like antennae grow from just above their browline, and their mouths house long proboscises which they use mostly for eating nectar and drinking water. Unlike other species, Enniri can't make too many sounds with their mouths. They instead communicate by moving their antennae, chittering, and using sign language involving all four of their hands. Although not impossible for other races to understand, most cannot communicate back in it. They can learn Common and some other humanoid languages, but their lack of lips makes them unable to pronounce some consonants, which they remove or replace with other letters, which can confuse other speakers.
Enniri Traits
As an Ennir, you gain the following features.Ability Score Increase
Enniri typically move elegantly and are incredibly observant. Your Dexterity score increases by 2 and your Wisdom score increases by 1.
Age
Enniri reproduce rapidly and mature fast, reaching physical maturity after a larval stage of only a year. Culturally, they are not considered mentally and emotionally mature until their tenth birthday, at which point they are finally allowed to learn more complex arts from their peers such as druidic magic and painting. The time before their tenth birthday is spent performing physical labor and learning discipline; as the old Ennirin saying goes, "a healthy mind needs a healthy body for foundation." When an Ennir sorcerer is born, however, they are immediately put under the care of the tribe's best spellcaster to train and are somewhat exempt from physical duties.
All that said, Enniri generally live to 200 years of age before dying.
Size
Enniri span a wide range of heights, weights and builds. You are your choice of Medium or Small, which you choose between when you choose this race. This choice cannot be changed later.
Speed
You have a walking speed of 30 feet. Enniri also possess two pairs of large, colorful wings, granting them a flying speed equal to their walking speed.
Massive Eyes
The eyes of an Ennir are a sight to behold; they can detect even the faintest light in the deepest dark and, thanks to their globular shape, give the race a massive vision cone that stretches nearly to their shoulders. Conversely, Ennirin eyes suffer in areas of broad daylight, since their eyes are taking in so much light that it physically hurts to look around in such areas.
You have darkvision with a range of 300 feet. In addition, 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.
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.
Languages
You can speak, read, and write Common, Ennirinish, and one language of your choice.
Previous Versions
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