Lepidoptera 5e Race

by Kthulhu40k

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Lepidoptera

Magic, as it exists in Eberron, is a mutable and violent force. There are some places where magic has saturated the land, changing the very creatures who reside in those hidden parts. One such group is the Lepidoptera, or "Moth-People". Moth-People are the result of an unexpected mutation to the fauna of some regions of Xendrick and The Mournland, where magic is so deeply saturated into the essence of living beings that their very biology is mutated and morphed into a new being. Lepidoptera are creatures who have evolved from certain species of Moths and Butterflies from magically dense zones. Despite their similarity to humanoids, Lepidoptera tend to think and operate with very primal instinct. As such, they are considered to be one of the rarest sights in all of Eberron.

Lepidoptera are not a single race, but a collective of beings who have evolved from insects such as moths and butterflies. Rumor has it that there are even some lepidoptera that have evolved from beetles. There are a few common traits among Lepidoptera, such as having wings, additional or highly developed sensory organs, compound eyes, and a tough carapace which provides them natural protection. Lepidoptera tend to be nocturnal, but there are some who are diurnal. As a result of their mutation, Lepidoptera have some ability to cast druidic magics.

Lepidoptera are considered to be an abomination in the eyes of the common folk. As a result, Lepidoptera almost exclusively live on the fringes of civilization. Many Lepidoptera live in isolated communities called ” eclipses”. These colonies, though separate, may interact with small communities of other humanoids. There is still much to be learned about Lepidoptera and their colonies, though progress has been slow. Moth-Men are well-known for their penchant of reclusivity and secrecy. What is known is that Lepidoptera are very sociable to druids,firbolgs, and beings of nature, including the Fey.

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Quirks

Lepidoptera have a unique culture which focuses on the role of an individual in relation to their eclipse and their newness to the typical races. This creates an almost alien behavior in many Lepidoptera. In addition to a quirk, Lepidoptera tend to have very closed but curious minds. The Quirks Table shows several examples of Lepidoptera behavior.

Lepidoptera Quirks

d8 Quirk

1 You think -out loud- the potential threat of every creature you meet or observe.

2 You often misread emotional cues.

3 You are fiercely protective of those you consider friends.

4 You try to study the biology of any creature you encounter.

5 You don't understand other culture's customs and traditions.

6 You don't understand the use of clothing and utility, assuming it to denote a person's function.

7 You habitually stay in one position and calculate your next physical movement.

8 You are driven by your instincts to make decisions, often using your gut to choose your next course of action.

Names

Lepidoptera names are often based on the role the individual takes in their eclipses. Many of them use a personal name to differentiate themselves from similiar looking members. As a budding species with massive variety within itself, Lepidopterans may adopt names from different cultures or take names based on their personal experiences. Lepidopterans may also be granted names by Fey whom they have interacted with.There is little distinction between male and female names.

Example Names Gatherer, Stag, Guard, Flies-In Reeds, Farfros,Paelias,Riarbin,Soveheros,Olacorin

Lepidopteran Traits

Your Lepidopteran has the following traits. A few of the traits give you a choice; consider how your choice reflects the characters Origins, development, and species.

Ability Score Increase. Your Wisdom Increases by 2.

Age. A typical Leptidopteran is mutated into being at any point in time when an insect is exposed to high levels of permeated magic. The Maximum age for a Leptidopteran is still unknown.

Alignment. Leptidopterans tend towards utilitarian societies when forming eclipses, taking solace in neutrality and base instinct. But some have adopted values trending towards morality, or lack thereof, of the beings which they encounter.

Size. Your size is small or medium. To set your height and weight randomly, start with rolling a size modifier.

Size Modifier=2d6 Height= 3 to 5 feet +10 Inches + size modifier in inches

Weight in pounds= 150 to 270 + (4 times your size modifier)

Speed. Your base walking speed is 25 if small, or 30 if medium.

Chitinous Carapace. Your base AC is 13 + Dex mod when not wearing armor.

Darkvision. You have compound eyes which give you superior vision in dark and dim conditions. You can see in dim light within 60 feet as if it were bright light. You discern objects differently to other types of creatures, as your eyes reveal a wider spectrum of color

Winged. You have a flying speed of 30 feet.

Instinct. You have proficiency with survival checks.

Pseudo-Natural Attunement At first level, you gain the ability to cast Dancing Lights and Druidcraft 3/day each. Use Wisdom as your spellcasting modifier for this ability At 3rd level, you can cast your choice of Speak with Animals or Animal Friendship. Addtionally, you may affect creatures with an intelligence of 6 or less instead of 4 or less.

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

Subrace. There are several varieties of Lepidoptera based on their previous form as an insect. Choose a subrace for your Lepidopteran.

Subraces

Lepidoptera have evolved from a number of different species, leading many scholars and researchers to believe that there exists countless different variations of the race. The three most common however, are those who evolved from Moths, Beetles, and Butterflies.

Dynastenae. Large and stoic creatures who have evolved from beetles, easy to identify given their tough exoskeleton and giant mandibles.

Heteroceran. Agile and keen creatures who evolved from moths, using their advanced eyesight to provide them more evasive prowess and large sensory antennae.

Rhopalocerans. intelligent and eye-catching creatures who evolved from butterflies, using their wings for entrancing their opponents and fur-like scales to escape capture.

Dynastenae

Dynastenae are mutated beetles who use their immense size and strength to protect their eclipses.

Ability Score Increase Your Strength or Constitution score increases by 1.

Herculean Jaws As an action, you may attempt to grapple a large or smaller creature in your mandibles. Creatures you grapple are incapacitated and must use their action to escape your grasp. The DC to escape is 10+ Strength Mod plus Proficiency.

Bulwark Carapace Your natural base AC increases to 17 (Your dexterity modifier doesn't affect this number). You can use armor, but lose the ability to use your wings. If you are using a shield, you can apply the shield's bonus as normal.

Strength of the Stag Your size increases to large, and your carrying capacity is considered as Huge.

Heteroceran

Heterocerans are mutated moths who use their wit and biology to act as scouts and foragers for their eclipses

Ability Score Increase Your Dexterity Score increases by 1

Phototaxis You have the ability navigate in relation to any source of light, giving you an unnatural reaction speed to stimuli. Whenever you are targeted by a spell or attack, you can use your reaction Wis Mod.(Minimum 1) times per long rest to approach or evade the attack. Approaching the attack gives the enemy a +2 to hit you, but allows you to make an attack (assuming the creature is within range). Evading the attack gives them a -2 to hit and allows you to move up to half your movement after the attack is made. If used to evade or approach a spell requiring a dex. save, you roll with advantage but do not move.

Antennae You have a pair of large antennae used for detecting chemicals that may be harmful. You have advantage on investigation and survival checks to determine if a substance is poisoned or toxic. Your passive perception also increases by 1.

Drawn to the Flame Your vision is superior to your kin, increasing your darkvision to a range of 90ft.

Rhopalocerans

Rhopalocerans are mutated butterflies who use their superior intellect and colors to command their opponent's attention

Ability Score Increase. Your Intelligence or Charisma Score increases by 1.

Aposematic Your body and wings shine with a multitude if hues which entrance onlookers and warn beasts that you are not worth fighting. Once per day, you may expand your wings to their full breadth and attempt to charm a creature within 60ft. The target must make a Wisdom saving throw (DC=8+ Cha.Mod+ Prof.Bonus). While charmed, it cannot take actions and may only move away from you. At the end of its turn or when it takes damage, a creature can attempt to make another saving throw. This effect lasts for 5 minutes. The creature does not know that it was charmed if it was not treated with hostility during the charm's duration.

Feathered Scales Your body is coated in fur-like scales which provide an effective means of escape. Whenever you are grappled or incapacitated by a creature, trap, or other means of binding, you may reduce your AC by 1 and gain advantage on any roll needed to escape. You may use this feature a number of times equal to your constitution score divided by 2,rounding down.