Moth'Drin (5e Race)

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Scales.png This page is of questionable balance. Reason: What is "mech armor" that impedes your flight? Also, this race just keeps gaining entire resistances to damage types? Yeah, no. And the subs have arbitrary saves, regeneration stronger than most axolotl-based homebrews, and also a large amount of excessive level scaling.


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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 your Wisdom score increases by 1.
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 due to your mysterious like 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 mech armor.If you are being targeted by fall damage you can use Reaction to halve the damage.
Bright light/blinding light. You know the cantrip Produce Flame but also, if someone uses the cantrip Light or hits you with a bright light, you become blinded until the beginning of your next turn.
Evolution. You can choose a resistance for you to have (Less Psychic). At level 4,7,10,13,16,19 you can get another resistance. At level 5 your resistance is magic
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]

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.Ad level 3, you gain 1 additional hit die for every level thereafter, In addition to recovering all data in a short rest. You can also spend one more life die to regenerate, in total 2 dice. you can gain 1 more die at level 5,7,10,13,16,19.
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 blood gets on you, or you bite someone, you must make a DC 12 Charisma Saving Throw or 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. at level 3 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 13, 2d8 at level 16, 2d12 at level 18.
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 5, 7, 9, 12,16,18.
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 and when sucking blood you gain +1 dice along with the others. All creatures within 30 feet must roll a DC 14 Wisdom Saving Throw + Charisma Modifier to avoid becoming frightened. 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 level 12 you can work without being out of control.

Total Eclipse[edit]

Superior Darkvision. Your Darkvision ranges increase by 175 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 3, 6, 9, 12, 16, 19.
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 we level 3,5,7,9,12,15,18.
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 level 7, when you take a short rest, you regain all level 2 spell slots. At level 9, when you take a short rest, you regain all level 3 spell slots. At Level 12, when you take a short rest you regain all level 4 spell slots At level 15, when you take a short rest you regain all level 5 spell slots. At level 17, when you take a short rest you regain all level 6 spell slots. At level 19, when you take a short rest you regain all level 7 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
**Weight = base weight + (height modifier × weight modifier)


5.00
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