Bugkin: A D&D Race Inspired by Hollow Knight

by FiatLux

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Bugkin

"All beings live to suffer, it is a well known fact. Every

animal, every man, every divine and unholy creature in the heavens above and the hells below will suffer dearly, all in the name of existing.

However, this is not important. Rather, it is what you make of this suffering that matters. You can continue to lament in the hole of your mind, forever blaming the world for the wrongs done to you. Or, you can act as a guiding hand, leading those who are weak and despondent into a new world, a new life, a new hope."

-- The Seer, Guiding Hand to All


Depending on which clan you speak to, the Bugkin can have very different descriptions of attitude and design. While the Moth clan are very amicable and friendly, the Mantises are more attuned towards war and violence. However, one thing all Bugkin have in common is the fact that they don't take kindly to threats towards those they hold dear in their hearts.

Bugkin Traits

Bugkin have an assortment of abilities, each varying from each clan.

Ability Score Increase. Your Constitution score increases by 1.

Age. Bugkin live short lives, living up to of 65 years, though some have been known to live longer. Most Bugkin mature at 5 years of age.

Darkvision. Attuned to the dark caverns below the surface, you have superior darkvision compared to most races. You can see in dim light within 60 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.

Subraces. There are many seperate clans of Bugkin, from the mighty Beetles, to the lowly, but hearty Roaches, each one is unique.

Beetle Clan

The Beetle Clan are a hard-hearted folk, wary of newcomers, but one you gain their trust, there is no greater ally to have. Lose their trust after this, however, and you may never get it back.

Ability Score Increase. Your Strength score increases by 2.

Alignment. Most members of the Beetle clan have a strong tendency towards lawful, and have a lesser, but still strong pull, towards good.

Size. Beetles are a rather large group, tending towards 6 to 8 feet tall. Your size is medium.

Speed. Your base walking speed is 30 ft.

Claws of Steel. You have incredibly sharp claws that are primarily used for burrowing. You have a base burrowing speed of 20 ft. Certain terrain may require a Strength check to enter, with an average DC of 12, higher for stronger materials. It takes an action to enter of leave the ground.

Hardy Carapace. You have a natural AC bonus of +1.

Mantis Clan

Mantises are well known for their cruelty on the battlefield. They can easily rend opponents' flesh with their razor sharp claws, and if that doesn't work, their weapons have a tendency to be sharper. However, they are nothing if not honorable, and will always admit when they have been bested.

Ability Score Increase. Your Wisdom score increases by 2.

Alignment. The Mantis Clan is typically lawful neutral, having a strict hierarchy system that the Mantis Lords rule over. Law-breakers are dealt with harshly, traitors even more so.

Size. Mantises are tall, frankly speaking. They can reach heights in-between 5 to 8 feet. Your size is medium.

Speed. You have a base walking speed of 30 ft.

No Greater Weapon. You have natural claw weapons, which give you an innate unarmed damage of 1d4 + your Strength modifier in slashing damage. Additionally, your claws give you a natural climbing speed of 30 ft.

Mantis Weapon Training. You have proficiency with the lance and longsword weapons.

Moth Clan

Pillbug Clan

Although pillbugs aren't a type of insect, the Pillbug Clan are definitely related to the other Bugfolk. Because their race is sparse, most of them act as mercenaries and sellswords. Despite this, they usually have good hearts, and will not choose one evil over another.

Ability Score Increase. Your

Roach Clan

 

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