Apidites (5e Race)
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Apidites tend to be taller than their human counterparts, having entirely black eyes, appearing to be compound. Most of their bodies are covered in a thin fur like coving. Large antennae sprout from their foreheads. unless magically altered, the wings of apidites closely resemble those of Dragonflies. Original Art:
|An example of a skilled Apidite Stiker. Source|
Many years ago, the ancestors of apidites fought ruthlessly against a race lost to time. In that time, the race was still indistinguishable from humans, at least physically. They were a nation of war. Children would begin combat training at 5, and would be sent to the military by age 15. They were ruthless in battle, and used a number of extremely underhanded tactics to win at any cost. The most notable tactic they used was to train bees to attack the enemy forces before the main army hit. The Pre-Apitides were on the brink of world domination when a god had to step in and take it away. The god made the Pre-Apidites one with the bees they so desperately needed. In the Aapidites' confusion, they lost focus, and were overthrown by the rest of the races that inhabited the material plane. Disgraced, the Apidites sank into memory, but did not disappear. They remained, taking what they could without drawing too much attention. They knew that if they took over with a blaze of glory, history would simply repeat itself. They now seek to take over the world, controlling it from behind the scenes, only to reveal themselves when it is already too late.
Apidites are born to fill a specific role in their society. Despite this, They will send Dominators out for diplomatic positions, usually guarded by Bastions. Although Strikers spend most of their lives in the area around their "hives," they often don't venture beyond a mile outside the hive. Their society has a very rigid structure.
Apidites names usually have very rough sounds, such as K's, V's, T's, and B's
Male Names: Bukkan, Ancev, Zelik
Female Names: Jarra, Tulak, Zuallqa
A Humanoid Race of Bees, each designed to fill a purpose in their militaristic hives
Ability Score Increase. Your Intelligence score increases by 2, due to your society's rigorous educational system
Age. Apidites age to adulthood at 8, and generally live a half-century, if not killed in battle beforehand.
Alignment. Due to their militaristic society, most tend towards lawful.
Size. Apidites grow to be nearly 6 feet tall. Your size is Medium
Speed. Your base walking speed is 30 feet.
Darkvision. 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.
Wings. You have a flying speed of 30 feet. You cannot fly higher than this and while your wings are wet, you cannot fly.
Stinger. Your stinger is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal poison damage equal to 1d4 + your Constitution modifier, instead of the bludgeoning damage normal for an unarmed strike.
Languages. You can read, write, and speak Common and Sylvan.
Subrace. You may pick one from Striker, Bastion, and Dominator.
Ability Score Increase. Your Dexterity score increases by 2.
Undetectable. You are proficient in the Stealth skill.
Agile Scouts. Your base walking speed and fly speed each increase by 5 feet.
Accurate Stinger. When making an attack with your Stinger, you can substitue your Strength modifier with your Dexterity modifier on attack and damage rolls.
Ability Score Increase. Your Constitution score increases by 2.
Natural Athlete. You have proficiency with the Athletics skill.
Hardened Exoskeleton. When you aren't wearing armor, your AC is 12 + 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.
Effortless Carry. You count as one size larger when determining your carrying capacity.
Ability Score Increase. Your Charisma score increases by 2.
Natural Charm. You are proficient in the Persuasion skill.
Monarch's Authority. You know the friends cantrip. When you reach 3rd level, you can cast command spell once per day with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast suggestion spell once per day with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells
Random Height and Weight
|5′ 3″||+2d4||80 lb.||× (1d4) lb.|
*Height = base height + height modifier