Mewmans (5e Race)

From D&D Wiki

Jump to: navigation, search


Mewmans are a race of humanoids that inhabit the Kingdom of Mewni. They are one of the weirdest people ever. Ranging from their nobility sharing physical traits with butterflies, to their commoners being tough enough to survive horrible living conditions.

Physical Description[edit]

Star Butterfly, princess of Mewni, in her true Butterfly Form

Mewmans look almost identical to humans, with the exception of hair and eye colours, which can be extremely diverse. The Butterfly dynasty, which has ruled Mewni for hundreds of generations has a few more distinct physical traits, they have markings on both of their cheeks, each person with their on unique mark, like hearts, diamonds, clubs or spades. The marks also change to reflect the persons mood sometimes, for example, true joy might make them glow slightly, and hatred can give the marks cracks and darken them. The Butterfly blood also gives them physical resemblance to butterflies after a certain age. When the women of the Butterfly family reach adolescence they go through mewberty, in which their wings sprout, after that, as time goes on, their wings develop, until they are able to completely transform, gaining 2 more pairs of arms, and a distinct skin colour.


The first mewmans were nomads, that, after many generations of conflict with monsters, they decided to make a final settlement at their current location, this settlement was then attacked by a large group of monsters, trying to claim the land. On this battle, the mewmans were victorious thanks to their first queen, of the Butterfly family. Ever since then, the Butterfly dynasty has ruled over Mewni, in a matriarchal system, since only the women of the Butterfly family have their own natural magic. To this day "Mewnipendance Day" is celebrated to remember how the first queen used her magic to turn the people of Mewni into a great army to defeat the monsters. Although, it would seem that the term "history is written by the victors" might hold some terrible truths. A variant version of the story tells us of how the terrible mewmans used their magical army to take the monsters' land for themselves.


The mewmans of Mewni are governed by an absolute monarchy, with the queen ruling over the kingdom. The royal lineage of Mewni is "matrilineal", meaning the queen holds more authority than the king, and the throne is handed down from the queen to her firstborn daughter. The kingdom has a considerable divide between the upper and lower classes, as the mewnian upper class consists of several levels of castles and the lower class lives in poverty. The greatest product in Mewni is their corn, which every mewman shares a deep love for. Which is understandable, the corn grown by mewmans is quite possible one of the most delicious foods anyone, who has had the pleasure to taste it, can think of. It is so good, even the monsters that roam near Mewni try to steal it for themselves. It can even be used as currency with some people and/or monsters.

Mewnian Names[edit]

The common folk of Mewni has a very similar way of naming their children to that of humans. Although, similar, most still retain a bit of that Mewnian weirdness. The Butterfly family however, seems to give their women names based on celestial bodies.

Male: River, Ruberiot, Manfred

Female: Felicity, Mina, Gertrude

Butterfly Family Star, Moon, Eclipsa

Mewman Traits[edit]

"It's gonna get a little weird, gonna get a little wild, I ain't from around here, I'm from another DIMENSION!"
Ability Score Increase. You Constitution score increases by 1.
Age. Mewmans age around the same as humans, and are considered adults at 18. The Butterfly family can live up to 150 years, while the rest of the people live about as long as humans.
Alignment. Most mewmans tend to a more chaotic nature, seeing as their lives are more, well, chaotic. The Butterfly family on the other hand, having grown in the role of governors, has a greater inclination to a lawful good or neutral alignment. But there are exceptions. With one of their queens even being named "The Queen of Darkness" in the past, and one of their most recent princess being the living embodiment of a chaotic being.
Size. Mewmans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Mewnian Resilience. Mewmans are naturally tough, your hit point maximum increases by 1 point, and you gain 1 more point every level.
Natural Brawlers. Mewmans are also very good at fighting unarmed. You have proficiency with unarmed attacks and they deal 1d4 + your Strength modifier.
Languages. Mewmans can speak, read and write common. They can also read and write mewnian, which resembles a bit of a mixture of orc and elvish.
Subrace. The mewman race is divided between the common folk, the noble houses and the Butterfly family.

Butterfly Family[edit]

You are a member of the Butterfly family, this means you have the natural charisma of a leader, your own natural magic, and your butterfly form.

Ability Score Increase. Your Charisma increases by 2.
Mewberty. At the age of 14 you start going through mewberty. as you grow, so do your wings and you become able to control your butterfly form. The first time you go through mewberty you lose control of yourself and start trapping boys in your web in a near obsessive way (this loss f control can be dangerous, but you never turn truly violent, unless threatened). This lasts for around 1 hour.

Author's Note Because this is a natural process that starts at a certain age, the trait will be explained assuming you're no older than 14 (if you are younger than 14 through out your campaign ignore this trait, if you turn 14 during the campaign talk to the DM so they can incorporate the process starting, and you will start gaining this trait's features 1 level after you turned 14.)

At first level, your wings aren't strong enough to fly, but they can slow your falls a bit, you don't take falling damage when falling from a height of 30 feet or less. At level 5 your wings are strong enough to be used once every long rest (they work just like the fly spell), as long as you aren't using heavy armor, or isn't over-encumbered. At level 10, you can use your wing at will (the limitations remain), and you can transform into your butterfly form once every long rest with a bonus action. This form gives you 4 more arms (it doesn't grant extra attacks, but you can hold 4 more items at once) and gives you a +2 bonus to the damage of your spells and a +1 bonus to your spell attack bonus and spell save DC, you can also cast web at will. The form lasts for 1 minute. At level 15 you can transform twice every long rest. (when you lose control at age 14 you have all the features of the transformation for the 1-hour duration)
Innate Magic. As a descendant to the royal Butterfly bloodline, you have your own natural magic. at first level, you know the eldritch blast cantrip. At 3rd level, you can cast shield once with this trait and regain the ability to do so when you finish a long rest. At 7th level, you can cast arcane sword once with this trait and regain the ability to do so when you finish a long rest. You use your Charisma modifier for these spells.
Charm Over Charm. Your natural magic makes you better at resisting magical control over you. You have an advantage against charm effects.

Noble Houses[edit]

You come from one of Mewni's noble houses, like the Johansen. They are usually part of Mewni's militia, or take part in diplomatic events.

Ability Score Increase. Your Strength or Charisma increases by 2, your choice, depending on whether your family is more civilized or barbaric (those are the usual types of nobles in Mewni)
Game of Flags. When you set your mind on one objective you will do anything to accomplish it. Once after every long rest, you can decide on something around you as your objective, it can be defeating one particular enemy, or opening a locked door standing in your way, or any other thing that is near you in the moment, and is very specific. When you decide, you "mark" it with a bonus action, now, every check directly related to completing this objective will have advantage, even attack rolls and saving throws. The catch is, you have a very narrow mind when doing this, so every check that isn't directly related will have disadvantage. So if you attack someone, when you should be trying to open the door your focused on won't be easy. This lasts for one minute, or until you finish your task.
Military Training.. You have been trained in combat, to serve and protect queen and Kingdom. You have proficiency with the battleaxes, longswords, morninstars, rapiers, warhammers and shields.
Endless Stamina. You have a near bottomless well of endurance. It takes twice as much exercise for you to become exhausted, as in, doing something that would give you one level of exhaustion wouldn't do anything to you, keep doing it until you would get your 2nd level of exhaustion would give one level. This doesn't work on magical effects that give exhaustion. And sometimes, the DM might rule something as being to much even for you, but only on extreme cases.

Common Folk[edit]

The common folk of Mewni live in poverty, but interestingly, they don't seem to hate it very much. They are happy, as long as they are alive and have corn.

Ability Score Increase. Your Constitution and your Dexterity both increases by 1.
Instinct of Survival. The common folk of Mewni have lived in relative safety, seeing as the Kingdom is protect by a great number of magical defenses. But, they still face fear. With defenses as strong as that, generations of people would obviously believe that what is out there is truly dangerous. Your instinct of survival is strong. You can use the disengage action as a bonus action, (a free action if you gain a second feature that allows you to take disengage as a bonus action) and when your hit points are bellow 1/4 of their maximum your attacks gain a +1 to damage.
Survive Even Without Corn. As someone who grew in poverty, you had to eat what you could, and the people of Mewni can proudly say that, even if "what you can" shouldn't be eaten, they still do. You are immune to diseases contracted from food, and you also have advantage against poison effects. This doesn't work with magical diseases and poisons.
A Little Weird. You're from Mewni, and not just that, you're part of the lower class, there are few things that are weirder than you. And those who try and mess with your mind are not prepared for that. You have advantage on checks to resist mind reading and memory changing effects.

Random Height and Weight[edit]

4′ 9″ +2d10 100 lb. × (2d4) lb.

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

Back to Main Page5e HomebrewRaces

This page may resemble content endorsed by, sponsored by, and/or affiliated with the Star vs. the Forces of Evil franchise, and/or include content directly affiliated with and/or owned by Disney. D&D Wiki neither claims nor implies any rights to Star vs. the Forces of Evil copyrights, trademarks, or logos, nor any owned by Disney. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Home of user-generated,
homebrew pages!