Lepidfolk (5e Race)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: A race page is almost never complete when first created. For guidance, see the 5e Race Design Guide.

You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs


"A soft flutter of wings in the night."

Physical Description[edit]

A summit Lepidfolk woman, Credit to ChocaCrow

Lepidfolk are mostly humanoid in stature but have very distinct features similar to their fey ancestors. Their entire body is covered in soft fur that can be a wide range of colors. Their necks and forearms are covered in large puffs of fur. Fluffy antennae of various shapes and sizes rest on their head, helping them to detect and smell things. Lepidfolk also have four arms extending from their torsos. Their ‘hands’ have three fingers and a thumb that are covered in dark thin fur. The large wings that extend out of their backs are just as soft and come in different sizes, colors, and shapes. Lepidfolks feet are similar to their hands, only three long slender toes, with darker fur that cover them. Their eyes are usually very large, giving them a sort of wide-eyed expression most of the time. They tend to wear loose clothes given how fluffy their overall bodies are. Young Lepidfolk are very small and resemble very fluffy humanoid caterpillars. They only hit their growth spurt into small creatures once they go into the pupa stage. Woodland Lepidfolk are the most slender of the subraces, with softer colors. Sand Dune Lepidfolk tend to have shorter fur, allowing them to swim faster, and have the smallest eyes. The summit Lepidfolk are overall the fluffiest subrace and have the largest eyes.


Lepidfolk are descendants of moth’s who were blessed by nature to become fey. Due to their insect-like appearance, they choose to stay within the wilderness. To most of the world, Lepidfolk are just myth, given how they live as far away from society as possible. This has resulted in little conflict in their expansive lineage, except for times when other races have sought to destroy their mother habitats.


Some Lepidfolk choose to live in a permanent mother habitat while others choose a more hunter-gatherer lifestyle, bringing rare flowers and plants back to their mother habitats from time to time. Their main sources of trade are with other Lepidfolk tribes from different habitats. This allows them to gain access to certain types of food and other goods. Most forest Lepidfolk are known for their beautiful silks, sand dune Lepidfolks for crafts involving seashells, and mountain Lepidfolks mine beautiful gems. They mainly communicate with each other through chemical scents given off from each other, which they refer to as Pherim. They have no written language because of this.

Lepidfolk Names[edit]

Lepidfolk tend to name themselves after the resources that can be found in the areas they live in. Such as names of flowers, shells, gems, and even other animals. They also will take on typical fey names.

Male: Ailean, Bran, Earnan, Cedar, Indigo, Moss, Sorrel, Yarrow, Cerith, Wentletrap, Howlite

Female: Eithne, Mordag, Ros, Tulip, Clover, Fleur, Venus, Murex, Scallop, Emerald, Azore

Lepidfolk Traits[edit]

A race of moth-like fey folk.
Ability Score Increase. Your Wisdom score increases by 2.
Age. Lepidfolk do not live nearly as long as other races of fey ancestry. They exit their larvae stage and enter their pupa stage once they hit 10-11 months old. They stay in this stage for all of the winter and then emerge as adults. They then live on to about 75 years old.
Alignment. Lepidfolk are a very timid and soft race, preferring to stay to themselves most of the time rather than explore the world. This causes them to lean more toward neutral and good alignments. Staying away from evil alignments.
Size. In their larval stage, they only reach about 1ft. But once they reach adulthood they can grow up to be 4’5”. Your size is Medium
Speed. Your base speed is 20ft. And a flying speed 30ft.
Light Navigation. Due to your large eyes, you can pick up on the softest of light in the darkest of areas. This allows you to see 60ft around you in very dim light as if it were bright light. Too many sources of light in a dark area can result in overstimulation and thus disorientation though, leading you to have trouble getting around.
Odd Hours. Lepidfolk are nocturnal but will sleep at night if they have to. Though, similar to elves, they sleep in a sort of odd daze.
Antenna Scent. Since Lepidfolk have soft antenna coming from their heads they are able to smell other friendly creatures around them up to 60 ft away in pitch black darkness.
Moth Flight. These fey creatures have large soft wings that extend out from their backs. Lepidfolks do not usually rely on their wings though, which has caused their endurance with flying to become weak. They can only fly up to 30 ft into the air before getting extremely tired.
Hiding in Plain Sight. Due to your wings allowing you to blend in with your surroundings you have proficiency in the Stealth skill.
Languages. You can understand and speak Common, Sylvan, and Pherim. Pherim can be used to also convey simple ideas to moths through releasing chemicals only moths and Lepidfolk can sense.
Subrace. Subraces include Woodland, Sand Dune, and Summit.


Ability Score Increase. Your Constitution score increases by 1.
Power of Nature. Your connection with the forest gives you access to one cantrip from the druid spell list. Your wisdom is your spellcasting ability for it.
Soft Silk. Belonging to the forest you are able to produce beautiful silks. These strands are very thin but incredibly strong. You can only produce 10 ft of silk per long rest.
Poison Point. Due to being found in the forest you have an acidic aspect about you. Meaning that if an enemy bites down onto you they will take 1d8 poison damage from the natural poison you produce.

Sand Dune[edit]

Ability Score Increase. Your Charisma score increases by 1.
Scavenger. Constantly searching the beaches and sand for shells has given you proficiency in the Perception skill.
Swift Swim. Unlike all the other types of Lepidfolk living on the coast has given you an advantage with water. You have a swimming speed of 30 ft and can also breathe underwater for up to an hour.
Artisan. Your societies main trade being crafts has given you proficiency in an artisan tool of choice.

Back to Main Page5e HomebrewRaces

Home of user-generated,
homebrew pages!

admin area
Terms and Conditions for Non-Human Visitors