Mothborn
Mothborn features
- Skills: WIS +2, perception
- Walking speed 30 ft.
- Fly speed 30 ft. (changes equal to damage to wings)
- Darkvision 60 ft.
- Blindsight 10 ft.
- Languages: Common, Mothrid
- Size: 5-7 ft. tall, your size is medium
- Spells: Acid Splash
Where did they come from?
The Mothborn are a surprisingly caring and optimistic race who while not participating in many wars or doing anything extremely large scale, still climbed the ranks as some of the most interesting and friendly races you can come across in your world. While many people may have different theories as to where they came from, why they exist and are so friendly, or what they originally evolved from, the primary theory is that a race of sapient moth-like bugs living in a cave of total darkness eventually found their way out, and while not the entire species leaving, whether from choice or lack of ability to, many left with the main idea as to why their so friendly is that they as a species haven't found much other intelligent life, and therefore assume them all to be at least somewhat on the same moral spectrum as themselves, this is why they tend to learn to more good, but not lawful alignments, they understand good, but not rules and law. There are 3 known species of Mothborn, all distinguished by their wing and eye color, along with their absurdly different mannerisms.
Moth Wings
All Mothborn after molting come out of their cocoon with a large set of wings, these wings give you a flight speed of half your walking speed, this will be affected by spells and potions, and status effects such as haste. Your wings if dampened by water or specifically attacked by another creature will render them useless until either dried or healed, you can spend a short rest repairing your wings, or you can use healing potion specifically on the wings to heal them. When hit by an attack, you can choose to make a dexterity saving throw, the DC is the attack roll minus your dexterity modifier level. Your wings have 5 times your level of health, at 0 HP they will break and fall off. And will grow back in a week.
Compound Eyes
Your large, bug-like eyes have thousands of lenses going across it, these lenses give you proficiency in the perception skill and 60 ft. of darkvision, and they glow a deep red if your a Bloodwing, a bright, sunny yellow if your a Goldwing, or a Dark purple if your a Manawing.
Acidic Saliva
You can cast Acid Splash using wisdom as your spellcasting modifier. as your mouth doesn't have dedicated teeth and instead uses a deep green, highly corrosive, saliva like substance as a way to break down food. This also gives them resistance to acid damage.
Antennae
You have advantage on any checks that require to feel vibrations, You also have 10 ft. of blindsight around you.
Light Attraction
When a bright light from magic, or a torch, or any other form of bright light enters your field of view, make a wisdom saving throw DC 10. On a fail you are completely attracted to this object for until it moves again, if it moves you can make the save again. You will use all of your movement on your turn to move to this object, if you are unable to make it there you will stand as close as you can or within its range of light. You can make the check again after 1d4 rounds or until it moves and will immediately succeed if you take damage, or someone stands in front of the light. While attracted like this you will have disadvantage on perception checks, and other checks that require your sense of smell, sight, or hearing. You will have advantage on checks you make to get to the item in question, All attacks will have advantage against you. If a spell is used to get this effect upon you, after you succeed on the save against that item you have advantage on all saves against that item/spell. A spell will only work if it specifically mentions that it lights up an area. So spells like fireball and firebolt are not effective. And the light must be in pure darkness to be affective. You can still take actions but not reactions.
Goldenwing
Goldenwing features
- Skills: DEX +1, Sleight of hand, Acrobatics
- Darkvision 120 ft.
Where did they come from?
They goldenwing was the definition given to the Mothborn that were either too injured or too scared to leave the cave, instead choosing to evolve in the darkness their cave gave them. Evolving in such a dangerous and primal environment gave them certain abilitys that other mothborn might not ever imagine. Like having spiked hands and feet, or the ability to give themselves a sort of second wind-like burst of energy when they need too. The need to survive in such a hostile environment and with them not being evolved for combat gave them a peculiar way of life as bandits and thieves, often stealing from miners and even other goldenwings to both eat, trade, and fill the small crevices which acted as lairs with the bountiful loot they plundered.
Spiked Grip
You have a climbing speed equal to your movement speed, and you can climb ceilings and walls. You also cannot drop weapons by rolling a critical fail or if someone trys to take it from you non-magically.
Scrambler
You have proficiency in acrobatics. You can double your movement speed as a bonus action in or out of combat (in combat lasts for one turn) You can do this again if you spend an action not moving.
Natural Born Thief
Your wings make no sound when flying, and you have proficiency in sleight of hand. When you use your scramble feature it also makes no noise.
Bloodwing
Bloodwing Features
- STR +1, Intimidation, Athletics
Where did they come from?
The bloodwings were a part of the Mothborn that left their lowly cave to explore the surrounding land, however they most likely befell the worst fate of the 3 groups as they were quickly rounded up and transported to colosseums and gladitorial fighting pits treated more like animals then sentient beings. Eventually after years of breeding and evolving they were now being born with strong shells on their bodys and a heightened aggression towards both the gladiators and the pit alike. However as most things do, the bloodwings eventually overtook their masters breaking free and finally showing them that life doesn't have to be all about killing, with some even achieveing a sort of calmness and break from the anger they were bred to feel since birth.
Hardened Carapace
When unarmored your AC is 13 + your dexterity modifier, a shatter spell or something similar can break this carapace if over your AC in damage is done with the spell. When broken your AC goes back down to 10 + dexterity modifier. And on a critical hit, the carapace will immediately break, You grow it back after a long rest.
Courageous Fighter
You have proficiency in intimidation and athletics.
Swooping Attack
If you use your flying speed to move to a target, you can use an action to attack them with your weapon, and have them make a grapple save, if they fail this save they are grappled until they beat the save, you can also choose to instead push them back however many feet of fly speed you used to get to the creature with them making a dexterity saving throw instead. you can also fly around with both grappled people and people who you are carrying, taking 10 away from your flying speed until you drop them or they succeed on the save.
Manawing
Manawing Features
- INT +1, History, Arcana
- Spells: Acid Splash
Where did they come from?
The Manawings are the most magical and intelligent of the 3, while the goldenwings stayed in the cave, and the bloodwings left to be captured by colosseums, the manawings found their way to the feywild, quickly adapting to the fairies and other fae creatures living there, even evolving to coexist. And while the fae may not be the safest of places to be, finding a manawing is usually a sign of good fortune, as they never stay around danger for long, and with their photographic memory have most likely created a detailed map of the region you are in. They are however, also the most different and odd looking of the 3 subraces, with their bright purple eyes and wings to their magical spellcasting focus being a part of their body. They are still the nicest, and most caring of the subraces, often using their magic to help others or entertain guests. So, as most wise adventurers of the Faewild say: a manawing afoot, is safety afoot.
Photographic Memory
Due to your magically innate evolution, you have an amazing memory and when you prepare spells, you can add your wisdom modifier to the amount of spells you can prepare.
Born In The Faewild
With your history and evolution being rooted on and in the Faewild you gain the following benefits: Magic cant put you to sleep. You were born with a spellcasting focus on your body such as a protruding horn, or crystals on your antennae. You can speak Elvish and Sylvan, all beasts in the faewild know your species as a friend and you can speak small and simple ideas to them along with having advantage on checks used to calm them or speak to them.
Flashbang
You can call upon the teachings your parents have taught you to use your wings as a way to distract or confuse other creatures. As an action you bring your wings around yourself and let out a large flash, blinding and stunning all creatures for one turn.