Base Class: Fighter
I ain't about to make lore for this right now.
Mothron's Expertise (3rd)
Mothron has expertise in Survival, Nature, Perception, and Athletics
Trade of the Lumberjack (3rd)
Mothron deals twice as much damage with any weapon that's considered an axe, with it being quadrupled towards plants.
Chef's Specialty (3rd)
Whenever you cook something each party member gains 2+#d8+(wis and cha mod) hp, the # being 1/3 of your level, as you gain proficiency in cooking utensils and herbalism kit.
Power Swing (7th)
As much times as your proficiency bonus allows per longrest, you may add two additional points of die to your attack, wasting a use on a hit or miss.
Healing Smoothie (7th)
Upon taking this subclass you gain the ability to summon a potion, and frequently. The potion you produce heals for #d6 + your con modifier for the hp it heals. # being as much as a third of your level of the class, as you can fill up a total of [con mod] potions before needing to take a long-rest, as each potion has two uses before becoming empty. The person using it can use a bonus action to use it once, or an action to fully drink it, though they must have a free-hand in order to use it as a bonus action. [Takes (con mod) minutes to summon all the potions]
(lasts until a long rest)
(Isn't affected by Chef's Specialty)
Mushroom Teleportation Circle (7th)
As much as their prof allows them to per longrest, the subclass can place down that many patches of mushrooms and be able to teleport to them at will as they lasts until they are destroyed, or after a week has passed, and they have a 25ft radius of a circle, meaning other people can teleport with him.
Mothron's Training (10th)
You gain one of two advanced fighting styles.
Advanced Study
You gain expertise in two skills of your choice and proficiency in two skills of your choice.
Advanced Axe Training
You gain +4 to hit and +10 damage with your axe.
Advanced Axe Training
Advanced Axe Training
You gain +4 to hit and +10 damage with your axe.
Advanced Study
Advanced Study
You gain expertise in two skills of your choice and proficiency in two skills of your choice.
Mothron's Physical and Mental Training (15th)
All your stats including the maximum increases by 2.
Enhanced Survivor (18th)
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier. You don’t gain this benefit if you have 0 hit points.
Enhanced Skills (18th)
All skills you're proficient in gains a +1d4 to the roll.
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Posted Aug 9, 2025Just saw this, and this is more-so a campaign subclass and is also for a specific character of mine, the campaign was a high-power setting with extremely dangerous undead in-mind, sidenote: forgot how old this subclass is ngl but I have improved abit since then atleast. But thanks for your feedback eitherway
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Posted Mar 4, 2025Honestly this is pretty bad... It's like you wanted to be a Fighter/Druid/Cleric/Barbarian all at once... Which imo, is dumb. The lumberjack feat has no right being here, as it's not a lumberjack-based class, Chef's Specialty is fine, but Healing Smoothie is just too powerful. I'd have it be as Chef's Specialty do what Healing Smoothie does, but as part of a long rest. What I mean is, when you long rest if you haven't used Chef's Specialty yet you can choose to use it to craft a normal healing potion! Thing is I'd still have the two feats be at different levels to be like, "you've healed your party well, you can make potions for them now". Something like that. Mushroom is just better Druid's teleportation, Mothron's Training is... bad honestly, as unless you're going for the Jack of All Trades trope, you'd just go for the upgraded axe, which again, shouldn't be part of this class. Phy & Men Training is just a no, like if you want to do that just play a Barbarian. Survivor is just part of Champion Fighter, and the Enhanced Skills would just be a no as well as it'd be too powerful in certain situations.
FINALLY, if this was a class based on moths like your Mothfolk is, then you've clearly never done your research as this isn't anything like moths or what they're about. Moths are basically the ugly ducklings with butterflies being the normal ducklings, what I'm saying is, instead of being four (or more) classes as one subclass, I'd more so make this more Druid like. As well as make your Mothfolk a subrace of Thri-kreen! D&D is about balance and having fun, but if you're going to make overly powered classes and races just to put down other party members or your own players, then that's just bad...