Formicans

by Tiptaprogue

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Formicans

Ta-he Formicans are large, ant-like humanoids who maintain similar societies to ants themselves. They have sturdy exoskeletons which protect them from harm and possess arms with prehensile hands for superior environmental manipulation, which has allowed them to evolve sapience.

Formicans possess two arms and four legs, resembling Ant-Centaurs. Though their heads are wholly resemblant of ants, they are capable of speaking languages other than their own mandible-clacking, pheromone-smelling and antennae-gesturing speech.

Unlike their smaller kin, who are usually solely focused on obeying the will of their colony, the Formicans have a greater deal of autonomy and individuality. While a great many choose to maintain their colony, some choose to venture out into the world in search of solitary lives or perhaps to act as scouts to return with the knowledge of resources for their people.

Formican Traits

Ability Score Increase. Increase one ability score by 1.

Creature Type. You are a Humanoid.

Size. Your size is Medium.

Speed. Your Walking Speed is 30ft.

Darkvision. You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Natural Armor. While you aren’t wearing armor, your carapace gives you a base Armor Class of 13 + your Dexterity modifier.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Slicing Jaws. Your jaws are a natural weapon, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Languages. You can speak, read and write in Common and Formican.

Subrace. Formicans come in a wide variety of species. The most noteworthy ones are the Fuscans, Rufans, Attans, Invictans, Morrisiians, Monomorians and the Analins. Each species possesses particular traits based on their environments. Choose one for your Formican.

 

Fuscan

Fuscans are perhaps the most adaptable kind of Formican. They are capable of enduring in a wide variety of conditions and are thus quite versatile.

Ability Score Increase. Increase one ability score by 2.

Adaptable. You gain one Feat of your choice.

Rufan

Rufans have adapted the use of Formic Acid to defeat their enemies. Their abdomens are capable of reaching forward to allow them to spray it hands-free.

Ability Score Increase. Your Dexterity score increases by 2.

Formic Acid. Rufans can cast Acid Splash at will. Starting at level 3, they can cast Acid Arrow as a 2nd level spell once per long rest. Dexterity is your spellcasting modifier for these spells. Rufans do not require Material, Somatic or Verbal components to cast these spells. These spells do not count as magical and thus can be cast within antimagic fields nor can they be counterspelled.

Attan

Attans are cultivators of fungus and are thus very protective of their crop. They have a tendency to employ their brute strength to defend it.

Ability Score Increase. Your Strength increases by 2

Major’s Might. An Attan can choose one of these two traits when making their character:

Taunt: As an action, choose one creature that can see and hear you. It must make a Wisdom saving throw (DC=8+Your STR+Prof) or have disadvantage to attack any other target than yourself until the end of your next turn.

Stun: When you hit an enemy with a melee attack, you may choose to force it to make a Constitution saving throw (DC=8+Your STR+Prof) or be stunned for 1 minute. They may repeat the saving throw to regain control at the end of each of their turns.

You may use either of these abilities an amount of times equal to your Proficiency Bonus.

Invictan

Invictans are invasive colonizers who are notoriously difficult to kill. They are both vicious warriors and enduring survivalists.

Ability Score Increase. Your Constitution increases by 2.

Survivor. An Invictan can choose one of these two traits when making a character:

Pervasive: When an attack would reduce you to 0HP or less, you may use your reaction to instead fall to 1HP.

Vigorous: As a bonus action, you can take one additional action on your turn on top of your regular action and your movement action. (Bonus action excluded for obvious reasons)

You may use either of these abilities once per long rest.

Morrisiian

Morrisiians have specialized the use of their mighty jaws to crush their enemies. Some opt to go into battle unarmed, as they consider themselves to be weapons.

Ability Score Increase. Your Strength increases by 2

Mighty Maw. Your Unarmed Strikes can deal 1d8 piercing damage and you have advantage when rolling to initiate or maintain grapple checks.

Monormorian

Monomorians are smaller than their kin, but this grants them advantages over the rest. They are the most nimble of their kind.

Ability Score Increase. Your Dexterity increases by 2.

Little Bugger. Your size is considered Small and you can move through the space of any creature that is of a size larger than yours.

Analin

Analins are skilled healers, capable of administering aid without the use of anything more than their curative saliva. Analin veterans are easily spotted by their many scars.

Ability Score Increase. Your Wisdom increases by 2.

Mender. Analins can cast Cure Wounds as a 1st level spell once per long rest. Wisdom is your spellcasting modifier for this spell. Analins do not require Material or Verbal components to cast this spell. This spell does not count as magical and thus can be cast within antimagic fields nor can it be counterspelled. Additionally, an Analin can choose one of these two traits when making a character:

Anesthetist: Your Cure Wounds spell grants temporary hit points equal to your proficiency bonus.

Fast Responder: Your Cure Wounds spell becomes a bonus action.

You only can benefit from these abilities by using the Cure Wounds spell gained from this trait. You may use either of these abilities once per long rest.

 

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