Vespidian

by ZaneOlric

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Vespidian

"Vespidian? They are pretty much giant wasps! Just as aggressive, but a lot bigger to boot. Still, provided you can distinguish their meekly males, you can actually establish good relations, as Vespidan are renowned builders. Don't try and take advantage of them though, their female counterparts wouldn't like that. And those they don't like usually die."


                                        — Tordek, dwarf fighter and adventurer


The insectile race known as Vespidians were first created in the fey wilds by Bralm, goddess of insects and productivity. Originally in the shape of giant wasps, their mission was to bring Bralm’s vision of order to the world. However, the fey wilds began to transform the Vespidians to resemble the elves, fairies and other fey, the changes becoming more apparent with each generation. To prevent further “corruption” of her people, Bralm brought them to the material plane in hopes they might serve their purpose there. Establishing hives and their own culture, the Vespidan still seek to do their creators purpose and bring order to the world around them.









































Insect and Fey Appearance

Vespidians appear as a fusion between wasps and elves humanoid features. Each have four separate, chitin covered arms that end in 3 fingered hands as well as two insect like legs and feet. Many find their 5 separate human like eyes disturbing, 3 dotting across their foreheads, black and yellow in color. Their fey aspects are apparent in their elvish faces and body, carrying a strange beauty in all of their people. Their females tend to be slightly taller and heavier than males on average.

Their skin is a light orange or yellow color. The only hair of a Vespidian is on their head and a special ring of fluff around their neck, the color of which can be from a pale white to a dark red and many colors in between. They dress in flowing and loose clothing, reminiscent of elvish and fey fashion.

Society

Vespidan society is built and relies on the instinctive dedication to the good of the hive exhibited by every member. A single Queen acts as the central authority in all matters of the hive. Each of these Queens are in the unique position of being both ruler and mother to most or all other members of the colony, creating a loyalty of both respect and familial bond.


The rest of the various activities of a hive are carried about by Workers and a rare few Drones. Workers do activities together, valuing coordination and teamwork over independence. Drones are slightly more independent by nature, but still value assistance and helping others highly. Those that drift away from this identity and seek independence are at risk of being branded as Hive-Broken.

The Queen and her Subjects

An active Queen will usually lay an egg about once a month or when other vespidian die. Most of these will be female workers, the male drones only ever being laid when a Queen intends to trade them to another hive as they reach maturity. Regardless of which is laid, these eggs will hatch and reveal a pale, wingless and stingerless baby, taken care of by the Queen herself or a close servant. Each child are called Larva until about 4 years of age when their skin finishes darkening to the yellowish color and females gain their stingers.

After a Worker moves past the larva stage, they are encouraged to explore the colony. They are raised communally at that point, taught the basics of various tasks and are encouraged to find whatever job they excel at. Once their wings grow out they are considered adults, usually happening around 20 years of age. They are free to pursue whatever they wish, only that it must benefit the hive in some way. They are loyal to their hive, as it is their country and each individual a sister or parent to them.

Drones are treated very differently. Viewed as weaker and more like a valuable item, they are usually kept within the Queens home, free to learn and study but heavily guarded as well. When they reach adult hood they are usually traded in an arranged marriage to another hive, given to the Queen in exchange for a fortune. In their new hive they are seen more like a royal treasure than an individual. Their more social nature and weaker physique fits well to a life without hard work, but many still explore to satisfy their curiosity.

In the occurrence that a Queen dies or is absent for multiple years, a few Workers with rare characteristics may be transformed by fey magics. This magic transforms them into Queens, the residual of the transformation often sparking the change in others with the potential to transform. Queens will either be driven off by a stronger sibling or leave of their own accord. By the end a new Queen will rule the hive. If either of her parents still survive, they are removed from power and given a position as a close councilor instead. The queen will then begin negotiation to arrange a marriage with a nearby hives drone, thus fully becoming the acting Queen.

Xenophobic and Cautious People

Vespidians' industrious helps them produce vast quantities of wealth and unique advancements. The downside of this is that it attracts thieves and other dangers that would loot the hive of its own creations. This has led to vespidian becoming hostile and xenophobic to other races, only slightly less so to worshipers of Bralm. If a patrol or field worker sees any foreigners in their lands they will often gather a group to return and kill or drive off the intruder.

In order to avoid this one needs to find (and recognize) one of the gregarious Drones. Far more curious, social and often in positions of authority, a Drone can stave off the hostility of the hive to converse and interact with other races. These sort of encounters can lead to negotiations and treaties, in rare instances leading to trade between Vespidian and another nation. Drones often act as emissaries to such countries, traveling with a large guard to nearby lands. This is the rare instance that a hive will intentionally lay more drones as the original is viewed as too valuable to possibly have injured, captured or killed.

If these relations remain active and healthy for a long time a country might earn the title of Hive-Friend, a promise to defend them as if they were their own. However, should the interaction sour and others are suspected of betrayal a Hive may engage in


a nearly endless campaign to wipe out the offender, a hatred that can last centuries beyond the passing of the original criminal and carry on to their descendents.

Religion

Vespidian primarily worship Bralm the Wasp Mother. She is treated like their creator and the ultimate symbol of Vespidian culture. Bralms tenants of productivity and the good of the whole over the individual mesh perfectly with what Vespidians value. Many become clerics to her, acting as servants within the hive to bring divine help to any in need. These clerics also seek to root out hive-broken, either helping return to the fold or driving them out to prevent further corruption of others. A rare few clerics may seek to depart from the hive, wishing to fulfill their deities will and spread order to the world at large.

A hive that has had extensive interaction with another culture may allow the worship of a few other gods. Vespidian are normally drawn to gods of law and hard work, such as the Dwarven god, Moradin the All Father. Hive-broken are some of the few that may willingly worship a chaotic deity, embracing the more self focused teachings as they adapt to being seperate from their hive.

Hive-Broken

One of the most feared things for a vespid is to be labeled as hive-broken. It is a title that means one sought personal gain before the good of the hive. Normally individuals that seeks personal benefit go unnoticed or have a blind eye turned towards them, others not caring so long as they do not hurt or limit the hive. It is when such activities begin to interfere with the order and productivity of the hive that problems arise. Small infractions may receive a warning or small punishment, while something such as theft, the keeping of an important secret, or unfair dealing with another vespid can instantly give someone the title hive-broken.

Hive-broken are exiled or killed depending on the severity of their damage to order and the hive. A rare few willingly leave before such action is taken, wishing to further express their independence free of limitation. All of them will go through a painful transition, having to overcome their races natural tie to their community and dependent living style. Many may try to return to the hive and undergo the long process of rejoining. Those that cannot return or refuse to often settle in nearby towns and cities, seeking to settle in a new life.

Adventurers

A Vespidian adventurer is a rare thing but not impossible. Most are those that joined a group to act as a smaller hive for them, able to work closely and cooperatively with others.

Drones are the most likely to become adventurers. In hives that deal closely with other nations, they might have been born to act as an emissary and become hive-broken with their curious and social natures drawing them towards these foreign cultures. Others might be those that leave the hive to gather information or magic to help improve the hive, wishing to return one day laden with books and scrolls. Some others might have chafed under the constant watch and protection they received, wishing to flee and explore the world freely.

A worker is far less likely to leave the hive, but those that do often excel within an adventuring party. They may be a cleric that wishes to spread order and help those abused by unfair or selfish treatment. Some Workers might be leaving to better their

craft and bring back a greater level of mastery than they had before. Quite a few will leave for a short time on missions for the hive, seeking to defeat potential threats or prevent the intrusion of a dangerous force.

A Queen may have quite a few reasons to become an adventurer. They may be the deposed siblings of another queen when their mother died, left to wander and find their own way in the world. A rare few could have left to seek experience on how to become a better ruler, leaving a steward behind while they experience the world and learn its condition. Some few may be exploring to find another hive and accumulate the wealth required to arrange a marriage with a Drone.

No mater the caste or reason, Vespidian always are reliable allies to their party. Willing to aid others in their goals and missions, Vespidian will do nearly anything for someone that has proven a friend. They will always try and pursue their own goals, but it is their nature to believe that the best way to accomplish them is by helping others achieve their own.

Names

Vespid names are elven in origin, something they picked up from their time within the fey wilds. A vespid takes the name of their mother queen as their surname in situations where it is needed. Queens usually discard their mother's name entirely upon their advancement believing it no longer important to their identity. Hive-broken often discard their mother's name as well, out of shame, anger, or frustration, they are just as likely to adopt a new name entirely, usually one based on whatever culture in which they've grown comfortable.

Vespidan Traits

Your Vespidan character has the following racial traits.

Ability Score Increase. Your Dexterity score increases by 1.

Age. All Vespids reach maturity at 20, beyond this workers live about as long as 75 years, drones as long as 350 years, and workers that become queens can live as long as 750 years.

Alignment. Vespidan societies are invariably highly structured and caste-based. They are almost always strongly lawful and usually lawful neutral as the good of the hive supersedes all other concerns. The exception are the hive-broken who are still often lawful by upbringing, but can easily stray into any form of thinking from there.

Size. Vespidian are usually about 4 feet tall and weigh ruffly 150 pounds. Your size is Small.

Speed. Your Walking Speed is 25 ft

Multiarmed. Vespidian are born with 4 arms, each of which can be used independently like a normal arm.

Gliding wings. When you are falling from at least 10 feet above the ground, you can choose to fall as if under the effects of feather fall. In addition, you can move up to your walking speed in any direction except upwards while falling this way. If an upward wind is strong enough, you can use it to maintain or gain altitude.

Carapace. Vespidian have thick chitinous plating on their arms and legs. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.

Languages. You can speak, read, and write Common and Elven.

Drone

Drones, the males of the species, are much more docile than the other members. They largely resemble their female counterparts but are frailer and lack female anatomy. Their hair and neck fluff can be any color common to queens or workers.

Ability Score Increase. Your Intelligence and Charisma scores each increase by 1. Drones are nimble, intelligent and gregarious, often curious about other races.

Gregarious. You have proficiency in the Persuasion skill. Drones are highly social and charming in their friendliness to many other races.

Magic Savant. You know the Infestation cantrip. When you reach 3rd level, you can cast the Animal Friendship spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Misty Step spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spell casting ability for these spells.

Queen

Queens are the natural leaders of vespid hive structure. They are often stoic and regal, carrying themselves with lithe grace. Their hair and neck fluff tend to be pale in color (Silver, blonde, pale red, etc). Many become strong fighters or powerful mages.

Ability Score Increase. Your Strength Score increases by 1, and choose either your Wisdom or Charisma score to either increase by 1. Vespidian Queens are graceful yet powerful, and possess innate leadership skills.

Metamorphosis. When a Worker becomes a Queen they undergo a rapid and dramatic transformation, increasing in both size and strength. Queens can stand between 6 to 7 feet tall and weigh about 250 to 300 pounds. Your size is Medium and your walking speed is increased to 30 ft

Sting. Your stinger is a natural weapon, which you can use to make an unarmed strike with. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier instead of bludgeoning damage normal for an unarmed strike. On a hit, you may choose to inject the target with your venom, after which you must spend a short or long rest before you can use your venom again. This venom causes the target to take 2d6 poison damage, and it must make a Constitution saving throw (DC: 8 + your Proficiency bonus + your Constitution modifier) On a failed save, it is also poisoned until the start of your next turn. The poison damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.

Worker

Workers stand about 4 feet on average with an athletic build. They are extremely loyal and quick to turn aggressive toward perceived threats to the hive. Their hair and neck fluff tend toward dark colors (black, brown, auburn, etc. With Auburn being the most common). They tend to wear simple, efficient armor and wield light weapons and shields or ranged weapons.

Ability Score Increase. Your Constitution and Wisdom scores each increase by 1. Vespidian Workers are agile, tough, and possess excellent instincts.

Talented Builder. Workers dedicate their lives towards their crafts. You are proficient with one artisan tool of your choice and whenever you make a check with it you can add double your normal proficiency bonus.

Sting. Your stinger is a natural weapon, which you can use to make an unarmed strike with. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier instead of bludgeoning damage normal for an unarmed strike. On a hit, you may choose to inject the target with your venom, after which you must spend a short or long rest before you can use your venom again. This venom causes the target to take 2d6 poison damage, and it must make a Constitution saving throw (DC: 8 + your Proficiency bonus + your Constitution modifier) On a failed save, it is also poisoned until the start of your next turn. The poison damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.

Credits and Change List

Original Creator


The original version of this race was created by NielsPeterDejong. The original version of this race can be found on Reddit. He did amazing work and his version of this document is what served as inspiration for the layout and general formatting of this version.

Reason for Changes

The smallest change was going from Vespidan to Vespidian, simply to make it easier to say. For other changes there are three primary reason that this document has been changed for.

  • Balancing various mechanics
  • Changing Lore to better match Dungeons and Dragons
  • Make the document "Child Friendly"

The first reason for the changes was to balance the various mechanics of the race. The original versions are substantially stronger than any official race and as such needed various alterations to bring them in line. To help reach a point of reletavie balance the system Detect Balance was used, A well respected community guide for homebrew. Dungeon Masters are still encouraged to make appropriate changes as they see fit.

The Second Reason for the changes was to help adjust the lore to better fit with a Dungeon and Dragons setting. The original version of the lore had no glaring issues. However it used a Deity from the Pathfinder tabletop system named Calistria, a goddess of Lust, Revenge, and Wasps. This deity was chaotic good, something that the original lore struggled to explain for a Lawful Neutral race. To help make these changes, the D&D Greyhawk setting deity named Bralm was used, a goddess of Insects and Productivity whos symbol is a wasp infront of a larger swarm. Both their dogma and alignment better match the Vespidan's own.

The Third reason and my own personal driving motivation was to make the race "Child friendly". The original version of this document contained many sexually suggestive images and various bits of lore that were not suitable for all audiences. To make it more palitable to those that either uncomfortable with or too young for such content. I have attempted to adjust pictures and lore. All changes can become apparent as amateur when compared to the original, but serve their purpose.

Resources Used

In all of the above listed changes, I used many different resources. Follow any of the links to find the information:

All artwork presented in this document was made by the artists listed below:


























Detect Balance Scores

The following is a list of scores from the Detect Balance System

Base Race: 17 points

  • Ability Score Increase +1 (4 points)
  • Multiarmed (6 points)
  • Gliding Wings (Feather Fall+) (4 points)
  • Carapace (AC 13+Dex) (3 points)

Drone 30 Point Total

  • Ability Score Increase +2 (Cha & Int -1point)(7points)
  • Standard Delayed Magic (6 points)
  • Proficiency in Persuasion (2 points)
  • 25 ft Walking Speed (-2 points)

Worker 30 Point Total

  • Ability Score Increase +2 (8 points)
  • Stinger (Breath Weapon-)(4 points)
  • Tool Expertise (3 points)
  • 25 feet Walking Speed (-2 points)

Queen 31 point Total

  • Ability Score Increase +2 (8 points)
  • Medium Size increase (Multiarmed Synergy +2 points)
  • Stinger (Breath Weapon-) (4 points)

According to Detect Balance, this race is on par with official releases. If you need to weaken the race, reducing their natural AC to 12 and removing the movement speed from Gliding wings will drop all their scores to the average.


This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

 

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