Hallownest Inhabitant (5e Race)

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Hallownest Inhabitant

Physical Description

The inhabitants of Hallownest have a variety of body types and sizes ranging from 2 feet tall pillbug folk to the hauntingly tall mantis and moth folk. With a variety of heights and shapes comes a variety of weights from a measly 35lbs. to over 200lbs. Many bugs of similar castes are relatively similar in height, but outliers are not unheard of and may be more common in certain folk.

Many bugs possess black or grey-ish limbs with some possessing almost a silvery color. A Hallownest inhabitant may have a variety of colors displayed on its body. It's possible some folk do not show their face and simply wear a mask, but it's usually hard to decipher whether the face they display is real or a facade. Most bugs have black eyes with no visible sclera or iris.

History

Before the Pale King's rule, there was the Radiance, a being of light who created the moth tribe and ruled over Hallownest. The bugs under her control were unified but had no will of their own. When a wyrm (a being of great power with the gift of foresight) shed his skin to become the Pale King, he used his pale light to grant sapience to the insects of Hallownest. All the inhabitants including the moth tribe turned their backs on the Radiance to worship the Pale King. Although the Radiance was forgotten, her memories still lingered in the dreams on the bugs, resurfacing at one point as The Infection.

The Pale King was experimenting with a substance called Void, which he believed could be the key to seal the Radiance. After thousands of attempts using children birthed from him and the White Lady to create a perfect vessel, one was able to crawl from the depths of the Void. The vessel was to have no mind to think, no will to break, no voice to cry suffering, and was to be born of God and Void. The vessel had been sealed within the Temple of the Black Egg by three dreamers who remain in perpetual sleep and had placed Seals of Binding onto the temple, forbidding the vessel from leaving and protecting the kingdom's inhabitants. This worked for a short time until it was discovered the vessel was impure due to an idea instilled. The Infection returned full force soon after.

The Pale King would leave, and his palace would disappear. Without their king, Hallownest fell to ruin and more bugs succumbed to The Infection or died as husks.

Society

Hallownest now resides as a shadow of its former glory. Once a prosperous kingdom with Stag Stations to run passengers throughout its veins, Hallownest now lies in shambles with many of its survivors driven mad through isolation or infection or into bitter apathy, only worried about their own skins or how much Geo they can muster. A small settlement rests atop the ruins, Dirthmouth: the last settlement of bugs who haven't been driven insane.

Hallownest Inhabitants Names

Names are typically granted to the inhabitants of Hallownest by their maternal guardian. A name can be as simple as a few nonsense syllables to a name the parent hopes their child lives up to. Other names may include objects of sentimental or material value to the guardian or names based around the territory they occupy.

Male: Bardoon, Brumm, Cornifer, Lemm, Mato, Nymm, Oro, Quirrel, Sheo, Sly, Tiso, Tuk, Zote

Female: Bretta, Cloth, Divine, Emilitia, Hornet, Iselda, Jiji, Jinn, Millibelle, Myla, Salubra, Willoh

Hallownest Inhabitant Traits

The bug-like inhabitants of Hallownest.
Ability Score Increase. Your Constitution score increases by 2.
Age. Many smaller bugs do not have the lifespan or perhaps the strength to preserve their life, while the larger bugs can live for much longer. Hallownest Inhabitants reach maturity at 12 years and can live up to well over 90 years with some of the larger bugs living nearly twice as long.
Alignment. Many inhabitants remain indifferent toward their kin and their suffering, only looking to preserve their own hides, leading them towards a heart of Neutrality. Many knights may shed this apathy for either a greater good or greater evil to further press their goals.
Size. Hallownest Inhabitants come in all shapes and sizes, ranging from just under 2 feet all the way to surpassing 8 feet. Your subrace will determine your size.
Speed. Your base walking speed is determined by your subrace.
Pale King's Blessing. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Languages. You can speak, read, and write Common and Undercommon.

Subraces

Beetle Folk

The beetle folk are the most numerous and diverse in shape compared to the other inhabitants of Hallownest. Despite being called beetle folk, mosquito-esque creatures, ant-like inhabitants, termites, and any other creature not compatible with the other folk fall under this category.

Ability Score Increase. Your Strength score increases by 1.
Size. Beetle folk sizes range between little over 4 feet to just over 6 feet. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Hard Shell. While you aren't wearing armor your AC equals 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.
Skill Versatility. You gain proficiency in two skills of your choice.

Beetle Folk, Variant

The beetle folk are a numerous people with a variety of natural traits that help them survive the ruins of the kingdom.

Natural Advantages. The beetle folk are numerous with varying natural abilities. These traits replace the Skill Versatility feature. Choose one from this list:

  • Claws: You gain a burrowing speed of 10 feet. You can only use this speed to dig through soft materials such as dirt or wood.
  • Long Legs: Your base walking speed becomes 35 feet.
  • Wings: You gain a flying speed of 15 feet while you aren’t wearing heavy armor. You are restricted to 15 feet of altitude.

Hive Folk

The Hive Queen Vespa walled off her kingdom from the rest of Hallownest because she believed it was pointless to attempt to perpetuate the life of the Pale King's kingdom; after her demise, The Infection found its way into the Hive.

Ability Score Increase. Your Charisma score increases by 1.
Size. Hive folk can range between little over 3 feet to barely over 4 feet. Your size is Small.
Speed. Your base walking speed is 25 feet.
Wings. You have a flying speed of 30 feet as long as you aren’t wearing heavy armor. You are restricted to 15 feet of altitude.
Hive Folk Weapon Training. You gain proficiency with the shortsword and rapier.
Incessant Buzzing. You have resistance to thunder damage.

Mantis Folk

A warrior people, mantis kingdom remains standing at the bottom of Hallownest. The mantises had made a deal with the kingdom of Hallownest to protect them from the monsters of the Deepnest. One of the Mantis Lords called the Traitor Lord embraced The Infection and fled the kingdom.

Ability Score Increase. Your Dexterity score increases by 1.
Size. Mantises can range from just under 6 feet to well over 7 feet. Your size is Medium.
Speed. Your base walking speed is 35 feet.
Mantis Claw. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.
Light Foot. When you are traveling alone for an extended period of time (one hour or more), you can move stealthily at a normal pace.
Mantis Training. You are proficient with the Acrobatics and Athletics skills.

Moth Folk

A tribe created by the Radiance. They are believed to have some influence over others' dreams. Upon the fall of Hallownest, all moth folk either died or went into hiding.

Ability Score Increase. Your Wisdom increases by 1.
Size. Moth folk rarely stand under 5 feet and can exceed 8 feet. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Wings. You have a flying speed of 30 feet as long as you aren’t wearing heavy armor. You are restricted to 15 feet of altitude.
Moth Folk Spellcasting. You learn the light cantrip. When you reach 3rd level, you can cast the sleep 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 detect thoughts spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Pillbug Folk

A much smaller kind of beetle folk, these folk have thinner shells, but they tend to be more agile than their larger counterparts.

Ability Score Increase. Your Dexterity increases by 1.
Size. Pillbug folk range between 3 feet to just below 4 feet tall. Your size is Small.
Speed. Your base walking speed is 25 feet.
Shell. While you aren't wearing armor your AC equals 11 + 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.
Small Stature. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
Nimble Escape. You can take the disengage action or hide action as a bonus action on each of your turns.

Weaver Folk

In the depths of Deepnest, live the Weaver folk. Living on suspended webs over a pool of water, it's a constant struggle fighting off the numerous horrors found within the darkness.

Ability Score Increase. Your Dexterity increases by 1.
Size. Weavers stand between 4 feet and just under 5 feet. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Accustomed to the darkness of the Deepnest. 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.
Web Walker. You ignore movement restrictions caused by webbing.
Weaver Training. You gain proficiency with weaver's tools
Weaver Folk Spellcasting. You learn the thorn whip cantrip. When you reach 3rd level, you can cast the ensnaring strike 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 web spell once with this trait and regain the ability to do so when you finish a long rest. Constitution is your spellcasting ability for these spells.

Random Height and Weight

Beetle Folk
Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
4′ 5″ +2d10 110 lb. × (2d4) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

Hive Folk
Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
3′ 3″ +2d6 40 lb. × (x2) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

Mantis Folk
Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
5′ 8″ +2d12 130 lb. × (2d6) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

Moth Folk
Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
6′ 9″ +2d10 140 lb. × (2d4) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

Pillbug Folk
Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
2′ 11″ +1d8 30 lb. × 1 lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

Weaver Folk
Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
3′ 9″ +2d6 90 lb. × (1d8) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)


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