Moth'Drin (5e Race)
Moth'Drin[edit]
"The Moth'Drin don't care when he sees The Flame. He might get burned, but he's in the game. And once he's in, he can't go back, he'll Beat his wings 'til he burns them black..."
Physical Description[edit]
Moth'Drin is a race of moth that decided to start evolving into something much better. it is always in the process of evolution, being able to adapt to various types of environments, even the most feared, such as wars or radiation. To do this, moths had to start with a versatile body, so they evolved into a type of human, having eyes, ears, legs, mouth, arms, etc. everything a standard human would have, the difference is that Moth'Drin normally has grayish skin, Moth wings on his back, normally dark eyes and 2 antennas on his head. Their colors vary greatly from one to another, usually always in favor of the color of the environment.Another important detail for their evolution is that their race is normally parthenogenic and can reproduce alone. but the difference is that they still need to be in a fertile state, and from a partner who does not necessarily need to be of the opposite sex or their own race. you just need a partner.
History[edit]
Because they always live very little, or are always an easy target for hunting by other animals. the Moth'Drin Moths were on the brink of extinction. And because they always worshiped and admired the Moon at all times, the Moon Goddess blessed the race so that they could have a second chance. Thus, the race came from a small moth and transformed into Humanoid Moths. Where your only goal is to be united with each other.
Society[edit]
The Moth'Drin always remain united with their own race, having only 1 main kingdom. where everyone of their race can live in communion without racism from other races, as they are not well accepted by them.
Moth'Drin Names[edit]
Moth'Drin tend to have weird names. some sounding alien, others sounding like the noise of an animal or object, and some with a mix of human names.
Male: Buzziar, Kizill, Ikinba, Davidoi
Female: Vespiar, Popikai, Mosaila, Charlisin
Moth'Drin Traits[edit]
A race of magical humanoid moth like creatures, who finally reveal their existance to the world Ability Score Increase. Your Constitution score increases by 2 and another stat by 1 based on your subrace. Age. Moth'Drin can age around the same age as elves, maturing around 20 and living to be around 800 years old. Alignment. Most Moth'Drin are usually Neutral party. Size. Their size is usually that of a normal humans. Your size is Medium Speed. Your base walking speed is 30 feet. |
Darkvision. you have darkvision of 60 feet due to your compound eyes. |
Echolication. You have sensitive ears and can sense things without needing to see sometimes. As an action, you can let out a series of noises that relay information from your surroundings back to you. Until your next turn, you have 60 feet of blindsight. And because of the heightened senses due to the antennas, you gain proficiency in the perception skill, if you already have it, you double your proficiency modifier in the skill. |
Flight. Your wings develop enough to allow you to actually fly, granting you a flying speed of 30 feet. You cannot use this speed while wearing medium or heavy armour. |
Bright light/blinding light. You know the cantrip Produce Flame and Light but also, if someone hits you with a bright light, you become blinded until the beginning of your next turn. |
Evolution. You can choose a resistance to one damage type that is considered tangible (E.g, you can be resistant fire or slashing but not psychic) |
Languages. You can speak, read, and write Common and one other language of your choice. Subrace. Blood Moon, Total Eclipse, Lunar Moon |
Blood Moon[edit]
Ability Score Increase. Your Charisma score increases by 1.
Regeneration. Your injuries mean nothing to you, and your body begins to fight back against your wounds. While you are below half your maximum hit points, you spend 1 hit die at the end of each turn. If you loose a limb, you regain it at the end of a long rest. And level 5, you gain 1 additional hit die for every level thereafter, In addition to recovering all die after a long rest. You can also spend one more life die to regenerate, in total 2 dice. you can gain 1 more die at 9th level (3 in total), at 14th level (4 in total) and then at 19th level (5 in total).
Bloodlust. You don't need to eat or drink normal foods and drinks; instead, it should consume twice as much blood as a normal person's normal water consumption every day. Whenever you taste blood or smell it, you must make a DC 12 Charisma Saving Throw. On a success you don't make the save for another 6 hours or on a fail you enter a state of bloodlust, in which you gain advantage on Strength skills and saving throws, but must attack the closest creature you can see. its bite deals 1d6+Strength or Dexterity modifier, the same thing for the hit and counts as a natural weapon, if you are attacking someone who is grabbed, you can use a bonus action to attack, and have an advantage on the hit. If you suck someone's blood, you regain lost hit dice equal to your proficiency bonus.
Hunter Evolution. You gain powerful claws, capable of cutting your prey with ease, they give 1d6+ Strength or Dexterity Modifier, if you have bitten someone with an action, you can attack with the claws with a bonus action (the same target). The Damage Die increases to 1d8 at level 5, 1d10 at level 9, 1d12 at level 14 and 2d8 at level 19.
Perfect Carapace. At level 3, you gain the body of a true Warrior, tough as steel, now the sum of your AC without armor is 10+dexterity+constitution shield sum to AC. Your shell evolves along with you, gaining +1 in total at level 5th level (+1), 9th level (+2), 14th level (+3) and 19th level (+4)
Blood Transformation. When you have a third of your life left, you turn into a bloodthirsty creature, seeing everyone who is not your species as an enemy. At level 3, when you have a third of your life left, you transform. you gain temporary HP equal to your Level ×5, all your natural damage dice gain additional damage equal to your Constitution modifier, and you recover hit dice equal to your Constitution modifier. All creatures within 30 feet must roll a DC 14 Wisdom Saving Throw + Charisma Modifier on a fail becoming frightened for an amount of rounds equal to your charisma modifier or on a success nothing happens. Every start of your turn you must roll a DC 15 wisdom saving throw to control yourself and not attack your allies. the transformation lasts 1 minute. At 14th level you can work without being out of control.
Total Eclipse[edit]
Ability Score Increase. Your Wisdom score increases by 1.
Superior Darkvision. Your Darkvision ranges increase by 120 ft.
Approaching Darkness. You have adapted perfectly to the flow of magic that runs through your body, every time you deal magic damage, you add +1 damage for each damage die in the attack (example: if the Magic deals 3d6 damage it will deal +3 additional damage, because there are 3 damage dice), in addition, your DC to avoid magic increases by +1.
You gain +1 damage and +1 DC each at levels 5th level (+1), 9th level (+2), 14th level (+3), 19th level (+4).
Eclipsed Night. Your very wings can help you cover the suns rays, making it seem like a Total Eclipse is happening. Any creatures within a 30 ft. radius must make a DC 12 + your Wisdom modifier + your Proficiency bonus saving throw or be blinded until the beginning of your next turn, Everyone who is blinded takes 2d6 magical radiant damage (Adds to Approaching Darkness. Can be used a number of times equal to the wisdom modifier. Recovers everything after long rest.
Damage increases 1d6 at 5th level (3d6), 9th level (4d6), 14th level (5d6), 19th level (6d6).
Arcane Wings. Her wings now flow mana from them, she can be used as an arcane focus for spells. Your flying movement is now 40 feet. And if you are something of an attack, you can spend reaction to receive half the damage (2 daily uses). Can be used after receiving damage.
Magic Rest. At level 5, when you take a short rest, you regain all of your level 1 spell slots.
At 9th level, when you take a short rest, you regain all level 2 spell slots.
At 14th level, when you take a short rest, you regain all level 3 spell slots.
At 19th level, when you take a short rest you regain all level 4 spell slots.
Random Height and Weight[edit]
Base Height |
Height Modifier* |
Base Weight |
Weight Modifier** |
---|---|---|---|
5'′ 3'' | +2d6 | 140 lb. | × (2d4) lb. |
*Height = base height + height modifier |
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