Download as pdf or txt
Download as pdf or txt
You are on page 1of 36

Insectopia

Credits Table of Contents


Created by: u/Grimley533 Chapter 1: Races..................................3
Cover Illustrator: Bug World Poster, by Thiago Lehmann Akitu. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
Interior Illustrators: Thiago Lehmann, Adam Varga, Arach. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Paperblue, Nele-Diel, Adam Paquette, Mark Simonetti
CoCreators: @skeletvnscloset, u/codex_of_doom, u/- Beetlefolk. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
TheHegemon-, u/footbamp, u/DinzoArchonic, u/Sinervale, Califera. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7
u/4rcturionn, u/mtglozwof Chilopodians. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Formicoids. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9
Disclaimer Luni. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
The Content shown in this supplement is heavily inspired Mantis. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . .12
and based on Bug World by Thiago Lehmann, it is however Muscans. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
unoffical fan content and not made by Thiago Lehmann and Necrites. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14
merely uses his artwork and parts of his lore. Roaches. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15
This is unofficial Fan Content permitted under the Fan Scions. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16
Content Policy. Not approved/endorsed by Wizards. Portions Vespoids. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
of the materials used are property of Wizards of the Coast. Chapter 2: Subclasses..........................19
©Wizards of the Coast LLC. Barbarian: Path of the Symbiont. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Bard: College of Pheromones. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20
Cleric: Rot Domain. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Druid: Circle of Mutation. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Fighter: Winged Knight. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Monk: Way of the Mantis. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25
Paladin: Oath of the Swarm. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26
Ranger: Hivelord Conclave. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .27
Rogue: The Mimic. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .29
Sorcerer: The Leech. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Warlock: The Great Wurm. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .32
Wizard: School of Sonomancy. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Artificer: Weaver. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34

2
Chapter 1: Races

T
his chapter presents a large variety of insect- Akituan Traits
themed races found all over Insectopia. All of
the here represented races fall under a new Whilst all Akitu strive to be as vibrant and unique as possible,
creature type: Insectoid. However, for the there are some traits you share with others of your kin.
purpose of spells or abilities, they are treated Ability Score Improvement. Your Dexterity score
as humanoids. increases by 2 and your Charisma score increases by 1.
Age. Akitu mature very slowly. Their nymphs take up to 25
Akitu years to fully mature. Additionally, their lifespan is quite short
in the long run, and only a few of them ever reach ages
Quick as a swift summer wind, a shadow glides over the beyond 60.
rippling surface of the lake. Other creatures follow the first, Alignment. Akitu are flimsy and unpredictable They live
each one just a colorful blur in the air. The forms take shape each day of their short lives to the fullest and like to enjoy
as they stop above the middle of the lake. Spindly, tall themselves, sometimes to the dismay of others. The majority
insectoids, their chitin shining with bright metallic colors. of them are chaotic and either neutral or good.
The majestic creatures form a perfect circle in the air, their Size. Akitu are lightweight and lean, reaching heights of
translucent wings starting to flutter rapidly, and they begin a around 7 feet. Your size is Medium.
graceful and wild dance. Suddenly, a rush of wild magic Speed. Your base walking speed is 30 feet.
surges around them, stirring up the water and rising up high Fey Charm. You are proficient in the Charisma
in the sky. (Persuasion) skill. Additionally you know the friends cantrip.
Elegance and Beauty Flight. You have a flying speed of 20 feet, but you must
land at the end of every minute or begin to fall. When you
The Akitu are tall insectoids that resemble dragonflies. They reach 5th level, your flying speed increases to 40 feet and the
reach heights of up to 7 feet and have thin, colorful, chitinous time restriction is lifted. To use this speed, you can’t be
bodies. Their little weight and four translucent wings make wearing medium or heavy armor.
Akitu excellent fliers. Beauty is everything in akituan society Languages. You can speak, read and write Common,
and as such, every one of them tries to maintain a perfect Insect-Common, Sylvan and Akituan. Their language is quite
exterior. Their charming appearance and playful nature tie elaborate and can easily be woven into epic poems, stories
them close to the fey of the Feywild, and many believe Akitu and plays.
have originated from there as well.
Feybound
The origins of the Akitu are a mystery to many scholars of
Insectopia. Many believed they appeared one day through a
passage from the Feywild. This suspicion is further confirmed
by the strong ties the Akitu hold with the mystical fey. Their
beliefs, rituals, and traditions are all deeply connected to the
Feywild, and their sages seek guidance from powerful
Archfey.
Spiritual Tribes
The Akitu have very short lives; as such, they live in small
tribes. While they are nymph they are taught the ways of the
tribe. Those that have a strong spiritual connection with the
fey are trained to become sages. Most tribes are lead by one
elder sage who seeks guidance from the tribe's patron fey.
Since no Akitu lives long enough to lead their tribe wisely,
they lay all of their trust in their patron fey. However, the
chaotic nature of the fey leads to the unpredictable behavior
of akituan tribes.

3
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Fiendish Power
The demonic blood in their veins is unquestionable, revealing
an aptitude for magic and resilience that even the less
sanitary races of Insectopia gawk at. Not all arach accept
their past, but none question its power and usefulness in
their times of need.
Arach Traits
Arachs share certain racial traits as a result of their infernal
descent.
Ability Score Increase. Your Charisma increases by 2 and
your Constitution score increases by 1.
Age. Arachs mature around 20 years of age and tend to live
up to 200 years.
Size. Arachs stand around 5 to 6 feet in height. Your size is
Medium.
Speed. Your base walking speed is 30 feet.
Many Legs. Arachs have advantage on saving throws made
against falling prone.
Infernal Resiliance. You have resistance against poison
damage.
Spider Climb. You can climb difficult surfaces, including
upside down on ceilings, without needing to make an ability
Arach check. You have a climbing speed of 30 feet.
Arachnid Legacy. You know the primal savagery cantrip.
The giant monstrous spider spindles down towards its prey, a Languages. You can speak, read, and write Common,
young larvae, acid dripping from its fangs. The larvae's Insect-Common and Infernal.
mother is shrieking in agony as her child is about to be
consumed. Suddenly, a bolt cuts through the night, piercing
the spider and with a crack that shattered the silence, killed Variant Arach Traits
the fiend. The carcass of the spider is sprawled across the There are Arach's warped by the madness of the
ground, the bolt between its still twitching fangs. As the Abyss. The Goliath Arach lacks their kin's natural
mother of the larvae comes running towards it, she looks for poison in exchange for brute strength and a
the mysterious savior. The vespoid shrieks again, as she sees demonic resilience. Attributes often found wanting
a set of eight legs adjusting. As she quickly runs away, her by the Black Leaf, and all too often shunned by the
child clutched in her arms, the eight googely eyes blink from Royal Hexagon...
the darkness. The arach huntsman sighs, as they knock Your Ability Score Increase, Poison Resistance,
another bolt, just in case. and Arachnid Legay features are replaced by the
ones below.
Soldiers of Hell Ability Score Increase. Your Strength score
increases by 2 and your Charisma score increases
Born from the Nine Hells, the arachs are the result of ancient by 1.
fiendish experiments to breed new soldiers. Hybrids of Demonic Resilience. You can focus yourself to
insectoid and fiend, the arach set terror upon Insectopia spur your fiendish blood's regenerative properties
under their demonic masters. Until one day, when the arachs at times of need. When you take damage, you can
finally broke their chains and rose up against their devilish use your reaction to roll a d12. Add your Charisma
overlords and escaped. modifier to the number rolled, and reduced the
damage by that total. After you use this trait, you
Altough not outright malicious in nature, many insectoids can't use it again until you finish a short or long
don't trust, or even outright hate, the arachs. So they rest.
scattered into the far corners of Insectopia, building reclusive Powerful Build. You count as one size larger when
societies. Yet some still seek redemption for their past, or to determining your carrying capacity and the weight
rekindle the devilish fury buried inside them. you can push, drag, or lift.

Chaotic Paths
The lives of the arach are seldom mundane. Be it for the
suspicion they face in their day to day or the adventures they
take on to avoid dealing with it. Arachs rarely settle down to
live happy lives, much less one's of success or luxury. They
don't call any land their own, have no representative to speak
of. Alas, those that serve are usually fanatic in nature,
determined to prove their worth at all costs.

4
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Beetlefolk
A small, but very bulky, beetle drunkenly climbs on top of the
tavern's counter. With his obnoxiously loud voice, he tells the
exaggerated stories of his most recent adventures. Suddenly,
another equally drunk beetle, with a horn instead of pincers Beetlefolk Traits
on his head, tackles the boaster off the counter. The two Beetlefolk may be very different to each other, but you share
immediately clash, to the joy of the other folk in the tavern, the following traits with all other Beetlefolk.
who eagerly bet on the outcome of the fight. Ability Score Improvement. Your Constitution score
increases by 1.
Colorful Chitin Age. Beetlefolk mature at the age of 25 and can live for
Blue, red, green and yellow, shining or mat, dotted or striped. 300 up to 400 years.
The chitinous platings of Beetlefolks come in all forms and Alignment. Beetlefolk are a various and colorful bunch
colors. For some their strong chitin is a sturdy and protective and their alignment reflects that. However, Beetles tend to
shield, others use their vibrant appearance to charm their live in extremes. When they set their minds on something,
way through life. The Beetlefolks also have a variety of they move everything in their power to accomadate their goal.
different adornments on their head, like horns, pincers or Beetles are either good and rightous, or evil and cruel. They
antennae. Some Beetlefolks are bulky and stout, while others are either lawful or chaotic. Neutrality is found very seldomly
are lean and frail. No two Beetlefolks are quite alike and in beetles.
they'll make sure to tell you exactly that. Size. Beetlefolk are often slightly bigger than 3 feet. Your
size is Small.
Small Bodies but Big Personalities Speed. Your base walking speed is 25 feet.
Beetlefolks are known for their strong personalities and even Chitin Plating. The chitin plating of beetlefolk is much
though they are small in size, they often take the spotlight in more durable than of other Insectoids. When you aren't
any room they come in. Most Beetlefolks like to drink, talk, wearing armor, your AC is 13 + your Dexterity modifier. You
and celebrate. Every one of them has their own way of can use your natural armor to determine your AC if the armor
sticking out from the crowd, either through showing off their you wear would leave you with a lower AC. A shield's benefits
strength or courage or by telling the most amazing stories. apply as normal while you use your natural armor.
This trait makes Beetlefolks quite charismatic and they are Darkvision. You can see in dim light within 60 feet of you
liked wherever they go. However, most Beetlefolk set out to as if it were bright light, and in darkness as if it were dim
live their lives a certain way, be it spontaneous or strict. They light. You can't discern color in darkness, only shades of gray.
rarely stray from what they set their minds to. Languages. You can speak, read and write Common,
Insect-Common, and Beetle. Beetle is made up of loud clicks
Bugs of the World made by slamming exoskeleton plates into each other, or
movements of antennae. For outsiders watching Beetlefolk
Beetlefolk can be found almost everywhere in Insectopia. talk seems quite rough, it is however a
Even though they have a Queen that represents them in the very jovial language.
Royal Hexagon, they aren't bound to a single place and live Subrace. There are four
alongside all the other Insectoids. Beetlefolks are known to subraces of beetlefolk:
be reliable and fun folk to be with, which allows them to Rhinoceros Beetles,
mingle in every form of society. Stag Beetles,
Curious Travelers Harlequinn Beetles,
and Fireflies.
Traveling is second nature to most Beetlefolks and the urge Choose one of these
for adventuring is found deep within each and every one of subraces.
them. They set out into the unknown fearless, eager to
experience new things and to make the greatest of tales and
adventures.

5
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Rhinoceros Beetle
Rhinoceros Beetles are quite a bit stronger than other
beetles. In their society, having the largest horn is seen as
beautiful and the males tend to be very eager to show their
worth in battle. They even tend to pick fights with Insectoids
double their size.
Ability Score Increase. Your Strength score
increases by 2.
Gore. Your horn is a natural weapon, which you can use to
make unarmed strikes. If you hit with it, you deal piercing
damage equal to 1d6 + your Strength modifier. Additionally, if
you take the Dash action and end your turn within 5 feet of a
target, you may make a horn attack as a bonus action.
Harlequin Beetle Traits
Harlequin beetles are more agile than other beetlefolk. They
tend to be a bit more reserved, but nontheless very pleasant
bugs.
Ability Score Increase. Your Dexterity score
increases by 2.
Extra Arms. You have two secondary appendages that are
weaker than your primary ones. You can not effectively wield
a weapon or brace a shield with these. However, you can use
them to perform the somatic components of spells and hold
and use items.
Born Climbers. You gain a climbing speed equal to your
base walking speed. Additionally, you can carry a creature of Stag Beetle Traits
medium size or smaller without any disadvantages on your Stag beetles are the sturdiest and most resilient of
speed while climbing. beetlekind. Like their Rhinoceros cousins they tend to work
as reliable soldiers in many armies. However, Stag beetles
are less aggressive and rather try to get a lot of attention
through jokes and loudmouthed behaviour.
Ability Score Increase. Your Strength score increases by
1 and your Constitution score increases by 1.
Powerful Pincers. Stag Beetles can use their powerful
Pincers to grapple their foes. You gain advantage on checks
made to grapple creatures or prevent creatures from
escaping your grapple. Additionally, you count as one size
larger for the purpose of grappling
Firefly Traits
Fireflies are adventurous people. They're usually nomads,
explorers, treasure hunters, cartographers and historians.
Their ability to generate light and warmth makes them
extremely capable of exploring unknown places of all kinds.
From caves to swamps, forests to mountains, old ruins and
ancient hives. Fireflies are alway on the go, never settling
anywhere for too long.
Ability Score Increase. Your Intelligence score
increases by 2.
Wings. You don't take damage from falling and always land
on your feet. Should you be knocked prone, have your speed
reduced to 0, or are otherwise deprived of the ability to move
before you land, you take damage equal to the total distance
you fell.
Fluorescent Body. Your abdomen can produce bright light
in a 20-foot radius and dim light for an additional 20 feet.
Additionally, using an action you can let your fluorescent
organ flare up in a flash of light. Every creature in a 5 foot
radius is blinded until the end of your next turn. Once you use
this ability, you can't do so again until you finish a long rest.

6
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Califera Traits
The Califera Whilst Crickets and Locusts couldn't be more different from
A lone locust stalks the wilds, trailing a group of muscans each other, there are still some traits all Califera share.
who recently trespassed. Soon, he hears the sounds of Ability Score Increase. Your Dexterity increases by 1.
panicked buzzing and the unnatural groan of the flies' undead Age. Califera reach maturity at 16 years of age, and usually
being called. Jumping from his hiding spot amidst the live up to 80 years.
branches, the locust sees his millipede wrapped around the Alignment. While lovusts usually lean towards neutrality,
leader of the muscans. Raising his bow, drawing an arrow focusing on the Evergreen and avoiding the affairs of the
and firing. The locust drops an undead beetle to the ground, world, Crickets are jovial and carefree, and as such lean
and with a stringent noise from his legs and wings, calls forth towards chaotic alignments.
his kin to assist him. Size. Despite have lean bodies and are between 4 to 6 feet
The quiet and gloom of the night sets in the tavern, even tall. Your size is Medium.
the beetlefolk seem too tired to keep the party going. Yet Speed. Your base walking speed is 30 feet.
cutting through the atmosphere is a sudden musical tune, Flight. You have a flying speed of 10 feet, but you must
and a cricket, green and carrying their lute, arrives from the land at the end of every minute or begin to fall. When you
back playing with glinting eyes and infectious cheer. Soon, reach 5th level, your flying speed increases to 20 feet and the
everyone in the tavern is singing along and tossing a couple time restriction is lifted. To use this speed, you can't be
of silver for the bard, who continues to spark their audience. medium or heavy armor.
A Race Divided Standing Leap. The califera's long jump is up to 30 feet,
its high jump is up to 15 feet, with or without a running start.
Descendants of the fey, the califera hail from the Evergreen Language. You can speak, read and write Common, Insect-
Woods where they first emerged after freeing themselves Common, and Califeran. Califeran is a curious language,
from their Winter Court masters in the feywild. At first, the spoken through musical and rhythmic tones.
Crickets betrayed their kin, enslaving them with their magics Subraces. The califera are divided into two subraces, the
as they sought to rise as the new leaders of their people. Yet charismatic yet whimsical Crickets and the stoic and
upon relishing in their success, the locusts learned the ways suspicious Locusts.
of the wild and the beasts they were treated as.
Rebellion was inevitable, with the locusts exiling the
Crickets from their new home. Ever since, the locusts mostly
remained in the Evergreen, watching over the forest, while
the crickets have spread across Insectopia, using their
charismatic behavior to earn favors and places amongst other
societies.
Born Hunters
The locusts have an almost innate sense for hunting, having
always maintained close ties with the wilderness where they
dwell. Their natural connection with beasts allows them to
gain their assistance, and own knowledge of the terrain
makes their mobility almost mystical in the eyes of outsiders.
Despite their claim of neutrality, locusts are simply distrustful
of other races, due to their previous enslavement under the
crickets. However, most locusts are very loyal and to earn
one's trust is to gain their friendship.
Life of the Party
While locusts still bear grudges of the past, most crickets
have long since forgotten their previous position as nobles of
Evergreen. Having become nomads or settling in the courts
of other bugs, crickets live in the present. Seeing the positives
and avoiding the negatives, their laidback behavior can spark
conflict with more strict figures, but many find their attitude
relieving, or even calming, during more trying times.

7
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Cricket
They say there's no better entertainment than a cricket in a
tavern. Those who do have seen these cheerful and open
figures fill the room with music and cheer. Having long since
left the Evergreen Forest where their rustic kin reside,
crickets seek to enjoy life's pleasures one day at a time, with
no regard for the past or future.
Ability Score Increase. Your Charisma score
increases by 2.
Mystical Stridulation. You legs count as a spellcasting
focus, and you can replace vocal components with sounds
emitted from it. In addition, you know one Bard cantrip of
your choice. Charisma is your spellcasting ability for it.
Performer's Intuition. When you make a Charisma
(Performance) or Charisma (Deception) skill check, you can
add 1d4 to your roll.
Locust
Dwelling in the distant wilds are the locusts, skilled hunters
and guardians of the wilderness. Armed with bow and blade,
these reclusive individuals claim to keep neutrality and focus
in their own lands. Naturally connected to the creatures of
the wild, locusts travel through the branches with astounding
speed before bringing their prey down with a barrage of
arrows.
Ability Score Increase. Your Dexterity increases by 1 and
your Wisdom increases by 1.
Cold Hardened. You have advantage on Wisdom saving
throws against being frightened.
Fleet of Foot. Your base walking speed increases to 35
feet.
Prowler's Intuition. When you make a Stealth or Survival
check, you can add 1d4 to the roll.
Speech of Beast and Leaf. You have the ability to
communicate in a limited manner with beasts and plants.
They can understand the meaning of your words, though you
can't understand them in return. You have advantage on all
Charisma checks you make to influence them.

8
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Chilopodian Traits
Through your massive and imposing form you share certain
traits with other individuals of your kind.
Ability Score Increase. Your Wisdom score increases by 2
and your Strength score increases by 1.
Age. Chilopodians live long and meaningful lives. They
mature at the age of 80 and live to be around 850 years old.
Alignment. Chilopodians are very honorable and strive to
do good in the world. They associate with causes they see as
rightous and make excellent leaders.
Size. The body of Chilopodians can grow up to 8 feet long,
however their upper body reaches only about 4 to 6 feet in
height. Your size is Medium.
Speed. Your base walking speed is 35 feet. You also gain a
climbing speed of 30 feet.
Many Legs. Chilopodians have advantage on saving
throws made against abilities that would apply the prone
Chilopodians condition. Additionally, you count as one size larger when
With a stern look, his arms crossed on his back, the determining carrying capacity.
Chilopodian instructor surveys the dueling practice of the Rear up. You can use your action to rear up to about twice
new recruits, when he sees how one over-eager student your height, if there is enough space to do so. While reared
throws his opponent into the sand. In the blink of an eye, the up in this way, you grow in size as per the enlarge spell and
towering statue of the instructor appears in front of the gain its benefits, but you can't use your movement. You have
ruffian, scolding him harshly for not adhering to the rules of to use an action to get down to your normal size before you
the duel. can use your movement again.
Constrict. You gain advantage on grappling checks.
Hundreds of Legs Languages. You can speak, read, and write Common,
Insect-Common and Chilopian. Chilopian is spoken mostly in
For most Insectoids, Chilopodians are large and scary- gestures using multiple limbs and is a very hard language to
looking creatures. And at first glance, that might be true. learn. It is also very taxing to speak for creatures with fewer
They stand about 4 to 6 feet in height and their bodies can limbs.
grow to be 8 or more feet long. They walk on rows of
hundreds of legs and imposing pincers adorn their faces. All
in all, Chilopodians definitely look terrifying and they
generally make good use of it. Many Chilopodians are very
proud of their appearance.
Protective and Cordial
Chilopodians aren't only strong and scary to look at, they
actually are very protective and cordial as well, making them
excellent leaders and tutors. They associate with
organizations or causes they feel connected to and will honor
their alliances with their lives. In guilds they often take on the
role of coordinators, enforcing rules strictly but fairly.
For the Greater Good
Chilopodians only strive out for adventure when there is a
greater cause they vowed to fulfill. Maybe they set out on a
quest from their deity, or their guild has a meaningful goal to
achieve. No matter what the cause is, if a Chilopodian has set
their mind on it, they will do anything in their power to see it
come to fruition.

9
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Formicoids Cities Below the Earth
A lone Firefly adventurer stalks through an ancient tunnel. As The Kingdoms of Formicoids have the most interesting
he crawls through a particularly small crevice, he finally sees architecture and most intriguing cities you can find anywhere
an exit. He finds himself atop a cliff on a stone wall of a in Insectopia. On the surface, Formicoid settlements don't
gigantic cave. A vast metropolis spans out through the whole look very impressive. However, these small settlements,
cave beneath him, houses masterfully carved into the hard called Hill Cities, are merely gateways that lead through big
stone. The streets below bustle with life, as thousands of tunnel entrances in their centers into huge caverns. Those
Formicoids make their way through the city. The adventurer tunnel systems deep below are the real masterwork of
is in awe of the vastness that expands before him, so much formidian architecture. Here a curious spectator can find
so, that he doesn't notice the Formicoid soldiers that walked labyrinths of tunnels, leading into different underground
up behind him. settlements, with structures and buildings edged into the
stone and earth. In this way, Formicoids control vast spaces
Lean Bodies with Immense Strength underneath the empires of other Insectoids.
Formicoid Traits
Formicoids are ant-like Insectoids that stand from 5 to over 7
feet tall. Most of the Formicoids are tall and lean, deceivingly Your Formicoid character shares a number of traits with all
so, as they are actually very strong. Formicoids are one of the other Formicoids
strongest races found on Insectopia and some of them can Ability Score Increase. Your Strength score
carry loads up to 10 times their own body weight. Their increases by 2.
chitin generally varies in color only slightly, from dark brown Age. Formicoids reach majurity quickly, reaching
to gray and black. There are some exceptions of course, as adulthood by the age of 10. They can live to be about 70 years
some races of Formicoids display more vibrant chitinous old.
plating. Alignment. Formicoids are organised teamworkers and
follow the orders of their queens very strictly. However,
Seriously at Work Formicoids are also very interested in expanding their
Hard-working, serious, and humorless, these are the territories and can be quite aggressive. They are known to
prejudices many Insectoids hold against the Formicoids. And fight their foes brutally, but they also show great kindness
even though not every Formicoid has these traits, as a race towards their allies. Your alignment tends to be lawful and
they come quite close. Most Formicoids live their lives as neutral.
eager workers for their queens. With their immense strength Size. Formicoids are slender and tall. They range from
and durability, they make excellent builders, and the more slightly above 5 feet to slightly over 7 feet. Your size is
intelligent individuals make amazing architects. Formicoids Medium.
may tolerate other Insectoids but tend to stay with their own Speed. Your base walking speed is 30 feet.
kind. It is rare that a Formicoid joins a diverse group of bugs, Darkvision. Formicoids are accustomed to dark burrows
but when they do it shows great trust in their allies. and tunnels. You have superior vision in dark and dim
conditions. 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.
Powerful Build. Formicoids are incredibly strong
individuals. You are count as one size larger when
determining carrying capacity.
Ferocious Strength. Skillful Formicoid warriors can fight
using tremendously heavy weapons. You can make attacks
with a two-handed weapon using only one hand instead, but
attacks made this way have disadvantage on the attack role.
Two-handed melee weapons wielded in one hand still keep
their two-handed property and as such can't be used for two
weapon fighting. Additionally, when you attack with a weapon
that has the versatile property, you always use the higher
damage die, even when you are attacking with only using one
hand.
Languages. You can speak, read and write Common,
Insect-Common and Formidian. Similar to other Insectoid
languages, Formidian is spoken not only with words, but also
gestures and pheromones. Formidian is a fairly simplistic
language and consists mostly of short, but very straight-
forward, phrases.
Subrace. There are three main Formicoid subraces: The
Bull Ants, the Frost Ants, and the Fire Ants. Choose one of
these subraces.

10
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Bull Ant Traits
As a Bull Ant, you are born into a society of ambitious,
hardworking and skillful individuals. Bull Ants are amazing
architects, artisans and builders. Their cities are massive and
their tunnels ever expanding. Bull Ant society is very loyal to
their Queen and great allies of the Royal Hexagon. Their
soldiers make up a the largest part of troops in the royal
army.
Ability Score Increase. Your Intelligence score
increases by 1.
Accomplished Burrowers. You gain a burrowing speed of
20 feet. You can only burrow through dirt or ground of similar
density.
Underground Architects. You gain proficiency with
mason's tools. Additionally, whenever you make an
Intelligence (History) check related to the origin of tunnels
and structures underground, you are considered proficient in
the History skill and add double your proficiency bonus to the
check, instead of your normal

Frost Ant Traits


As a frost ant you are born into the ant hill of the Northern
Star. You are resilient, one of the only Insectoids able to live
in the arctic regions of Insectopia. Your crystalline carapace
evolved to protect you from even the harshest environments
and icy cold winds.
Ability Score Increase. Your Constitution score
increases by 1.
Crystal Carapace. Your carapace is hard like diamond and
adapt to cold climates. When you aren't wearing armor, your
AC is 13 + 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.
Furthermore, you have resistance to cold damage.

Fire Ant Traits


As a fire ant you are a ferocious warrior with an innate
proficiency for destructive fire magic. Fire Ants are a group of
Formicoids that split off from the Royal Hexagon. They may
not be sworn enemies to the Royal Hexagon, however their
society is based on war and battle and as such conflict with
the Red Empire is almost inevitable. As for all Formicoids, it
is a very rare occasion that a Fire Ant leaves its hive, but such
adventureres are highly searched for by militaries and
marauding tribes across the Bug World.
Ability Score Increase. Your Charisma score
increases by 1.
Fiery Souls. You know the control flames cantrip. When
you reach 3rd level, you can cast the burning hands 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 scorching ray spell once with this trait and
regain the ability to do so when you finish a long rest.
Charisma is your spellcasting ability for this spell.

11
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Lunian Traits
Through your studious nature you share certain traits with
other Luni.
Ability Score Increase. Your Intelligence score increases
by 2 and your Wisdom score increases by 1.
Age. Luni get very old. They mature at the age of 16, but
live until the age of 900 years.
Alignment. Luni tend to be loners, away from all of society.
They tend to be neutral and depending on their interests, can
be good or evil.
Size. Luni are on the smaller side, being about 5 feet tall.
Your size is Medium.
Speed. Your base walking speed is 25 feet.
Luni Flight. You have a flying speed of 10 feet, but you must
Between towers of giant books, the lunian mage prepares a land at the end of every minute or begin to fall. When you
summoning circle on the ground. His fur is covered in dust reach 5th level, your flying speed increases to 20 feet and the
and his limbs seem frail, but his movements are still fast and time restriction is lifted. To use this speed, you can’t be
precise. He finishes the last line and suddenly the circle wearing medium or heavy armor.
flares up with arcane energy and a smirk crawls across the Innate Spellcasting. You know the dancing lights cantrip.
wizard's face. When you reach 3rd level, you can cast the faerie fire spell
once and need to finish a long rest before you can cast it
Frail and Fuzzy again. When you reach 5th level you can cast the moonbeam
spell once and need to finish a long rest before you can cast it
With their frail and small stature, it is no wonder that Luni again. Intelligence is your spellcasting ability for these spells.
aren't big fighters. Luni are generally about 5 feet tall, though Darkvision. You can see in dim light within 60 feet of you
their often stooped posture makes them look even smaller. as if it were bright light, and in darkness as if it were dim
Fuzzy hair adorns their chitin and wings. They are slow fliers light. You can't discern color in darkness, only shades of gray.
as well, most often only gliding through the air. The oldest Lunar Studies. You gain proficiency in one skill of your
Luni have manes of bushy white fur around their heads and choice: Arcana or Nature.
behind their beady black pupils, you can see their intelligent Languages. You can speak, read and write Common,
brains working on their next brilliant scheme. Insect-Common, Lunian and an extra language of your
choice.
Old and Wise
Most Luni can live close to a millennium, and see the life
cycles of generations of other Insectoids go by. Many Luni use
their long lives to collect and learn all the information they
can get their fuzzy hands on. This makes them very valuable
advisers for kings and generals all over Insectopia. Many of
them become wise scholars and depending on their origin
they can be masters of the arcane and occult. While most of
them are peaceful and loyal, Luni can also be quite cunning
and manipulating, orchestrating the ways of whole nations
with words and dark magic.
Secluded Sages
Luni tend to seclude themselves from the world at a certain
age when the generation they grew up with fades and all their
friends are gone. To cope with the losses a long life brings
with it, they withdraw themselves from the world, into huge
libraries where they collect mountains of books. Those
libraries and their librarians are treasures of ages long gone
and show glimpses into secrets hidden away.

12
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Scythe Arms. Your scythed arms are natural weapons,
Mantis which you can use to make unarmed strikes. If you hit with it,
you deal piercing damage equal to 1d6 + your Strength or
A lone warrior stalks to a bamboo forest, on the hunt after his Dexterity modifier, instead of the bludgeoning damage
next meal. He disguises himself perfectly in the green scenery normal for an unarmed strike.
with his green chitin. He stands perfectly still, until suddenly Languages. You speak, read and write Common, Insect-
he moves forward, his bladed arms striking a small rabbit Common and Mantis.
with deadly precision. Subraces. The two different subraces of Mantis are gender
Dressed in a Kimono, a pink Mantis is meditating in a specific. Male Mantis are born as Warriors, while female
small shrine. She hums an enchanting tone, communing with Mantis are born as Orchids.
the spirits in the shrine. Suddenly, her eyes flare up in bright
violet flare and a strong wind bursts open all windows and Warrior Mantis Traits
doors in the shrine. The male Warrior Mantis are shorter than their female
counterparts, but make up for it with increased strength and
Dimorphic Genders reflexes. Their chitin comes in natural colors, from different
Mantis males and females show many different physical shades of green to brown, making it easy for them to vanish
features. Mantis males are the smaller of the two genders, into the foliage. As a Warrior Mantis you belong to a cast of
standing about 4 to 6 feet tall. They chitin ranges in different mighty warriors, defending their clans with skill and might.
colors of greens, making it easy for them to hide in greenery. Ability Score Improvement. Your Strength score
Males are called Warrior Mantis and are often innately increases by 1.
skilled hunters. Silent Predators. You gain advantage on Stealth checks
The females are called Orchids. They are slightly taller while you are standing still.
than their male counterparts, reaching around 5 to 7 feet. Reflective Grapple. When you hit a creature with an
They chitin hues range from dark violets to pastel pinks. opportunity attack, you can attempt to grapple the creature
Other than the Warriors, Orchids aren't so adept at fighting. instead of dealing damage.
Instead, they are much smarter and have innate psionic Orchid Mantis Traits
abilities. These traits make them the natural leaders of their The female Orchid Mantis are tall, long-lived, and beautiful
society. creatures, their chitin shillering in shades of pink and white.
Spiritual Leaders If you choose this subrace, you belong to the ruling cast of the
Mantis, leading their respective clans through their psychic
Orchids are not only the more intelligent gender, but they also connections with unrivaled authority.
live over twice as long as the Warriors. Female Mantis live for Ability Score Improvement. Your Intelligence score
150 years and as such, they become the spiritual leaders of increases by 1.
their clans. Mantis don't live in big cities or amongst many Mind Shielding. You have advantage on Intelligence
people. They live in large families, with a strict spiritual saving throws.
codex. Each family has an elder Orchid, who acts as the Psionic Powers. You know the mage hand cantrip. When
matriarch and spiritual leader of the family. They conduct you reach level 3 you can cast the charm person spell once,
psionic rituals to get guidance from their patron spirit. These and can't do so again until you finish a long rest. When you
spirits can be good-aligned, or very evil and destructive, and reach level 5 you can cast the detect thoughts spell once, and
as such the families can have righteous or mischievous goals. can't do so again until you finish a long rest.
Mantis Traits
In spite of the strong differences between the genders, your
Mantis character shares certain traits with the opposite sex.
Ability Score Increase. Your Dexterity score
increases by 2.
Age. Male and Female Mantis reach adulthood roughly at
the same time at the age of 12. While male Mantis often only
reach the age of 70, females can become up to 150 years old.
Alignment. Most Mantis tend to be lawful or neutral.
Mantis live under the code of conduct of their clan, but some
Mantis leave their homes and become lone wanderers who
only fend for themselves.
Size. Males are about 4 to 6 feet, whilst Females are
slightly bigger with 5 to 7 feet. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Improved Jump. When you make a long jump, you can
cover a distance equal to your base movement speed. When
you make a high jump, you leap into the air a number of feet
equal to halve your movement speed.

13
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Marked by the Wurm God
Legends say that there is a God of colossal length, with slick
gray skin and a huge toothless jaw that shall swallow the
world and all its inhabitants should he arise once more. This
is the Great Wurm, a worm god revered only by the chaotic
and evil cults of the Muscans. Every single Muscans is
confronted with the Wurm from birth, it is the central part
that ties all Muscans together. They offer their own offspring
in blood rituals to the worm god, to gain eternal life and dark
powers. Most larvae will die from the mark the dark deity
leaves on them. However, once in a while a larva will endure
all the rites and survive, marked forever by the scars, and is
connected closely to death. Those Muscans will live to be
erratic and corrupted, but mighty necromancers. Such
Muscans are feared as great menaces to the Royal Hexagon.
Muscan Traits
Through the dark connection to their abominable deity,
Muscans have a variety of inherent abilities.
Ability Score Increase. Your Wisdom score increases by 2
and your Charisma score increases by 1.
Age. Muscans mature very quickly, reaching adulthood at
the age of 7. They have however very short lifespans, the
Muscans oldest of them being only 40 years old.
The smell of rot and decay grows ever stronger the further Alignment. Muscans live secluded from other Insectoids in
the ritual is proceeding. The small larvae in the center all communities surrounding the worship of the Wurm God. As
have metal spike brutally shoved into their bodies. Their such most Flies tend to be evil creatures. They either sceem
blood is trickling into a large puddle in the center. The clerics to prolong their short lives with any means necessary or
of the Wurm start chanting, as suddenly black tendrils rise follow the dogma of the Wurm, to consume everything and
from the puddle of blood and sap the life from all larvae. All create chaos. Flies tend to be neutral or chaotic.
but one. The only survivor now bears a black mark on its Size. Muscans are frail creatures and are between 3 and 4
bruised flesh: marked by the Wurm itself! The small larva is feet tall. Your size is Small.
praised by the clerics and will be raised to become a menace Speed. Your base walking speed is 25 feet.
to Insectopia. Flight. You have a flying speed of 15 feet, but you must
land at the end of every minute or begin to fall. When you
Small Scavengers reach 5th level, your flying speed increases to 30 feet and the
time restriction is lifted. To use this speed, you can’t be
Muscans resemble common houseflies, which are about 3 to wearing medium or heavy armor.
4 feet tall. They walk on four spindly and hairy legs and have Scavenger. Muscans are used to eating rotten food. You
two small, translucent wings on their back, just big enough to have advantage on saving throws against being poisoned.
get their round bodies in the air. For other Insectoids, Compound Eyes. You gain proficiency in Wisdom
Muscans are hideous pests. They mainly eat the rotten flesh (Perception) checks that rely on sight.
of dead Insectoids which they scavenge out of the mud in the Deathtouched. You can choose the severed hand of a
swamps they inhabit. Their ghastly appearance makes Medium or Small humanoid. You imbue the target with a foul
Muscans the creatures of nightmares for many little Larvae. mimicry of life, raising it as a Crawling Claw (Monster
Manuel, pg.44). You can issue commands for the Crawling
Lives too Short Claw to fulfill, such as opening a door or chest, carrying an
Even though Muscans might seem bestial, they are actually object to a specific point, or making an attack. The creature
very self-aware and smart. The lives of Muscans are will try to fulfill the command to the best of its abilities. After
extremely short. They reach only about 40 years of age. It is a 10 minutes, the Crawling Claw will turn into an inert limb.
big part of Muscan society and their religion to prolong their You need to take a short or long rest before you can use this
short lifespans, or maybe even to reach immortality. To feature again.
achieve this goal, Muscans take to dark rituals, forbidden Languages. You can speak, read and write Common,
secrets, and make living offerings to their one and only God, Insect-Common and Muscan. Muscan is made up primarly of
the Great Wurm. buzzing sounds and can only be spoken if you have wings.
Even though at first glance it might seem primal, this
language is actually quite elaborate, describing death, decay
and pain in great detail.

14
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Alignment. Most Necrites live their lives in eternal
Necrites servitude of their countless empires. They live by a strict set
of laws, but always try to rise up the ranks by any means
The beetle soldier runs as fast as his little legs can carry him. necessary. They are very hostile creatures, even towards
He has to get to the village before its too late. He hears the those of their own spire. Your alignment tends to be lawful
trampling of thousands of feet behind him, but he can't look and evil.
back, he has to make it. Suddenly, he trips and falls flat on Size. Necrites are small but strong, standing around 3 to 4
the ground. He doesn't have the strength to go on. He looks feet in height. Your size is Small.
up at his village on the horizon. His vision fades, as Speed. Your base walking speed is 35 feet.
thousands of white bodies run past him. The last thing he Natural Diggers. You gain a burrowing speed of 20 feet
sees is his home being torn apart by the white flood. and tremorsense for 10 feet. You can breath normally while
burrowed and conscious.
Tiny and Ravenous Bloodlust. When you deal damage using a melee weapon
Necrites aren't the tallest insectoids of Insectopia, but they attack to a creature that is missing any of its hit points, you
are most certainly the most aggressive. They stand only about can choose to deal an additional 1d6 piercing damage as you
3 to 4 feet tall and with their slender body structure, they sink your pincers into the creature. Once you used this
almost look like smaller Formicoids. However, their milky feature, you can't do so again until you finish a short or long
white chitin and their abnormally enlarged pincers make rest.
them look very distinct from most other insectoids. For a Iron Stomach. You are immune to poisons or diseases
Necrite, their pincers are their greatest asset: they are tools that would affect you through ingestion. You can also sustain
for digging, mighty weapons to fight with, and symbols of yourself by consuming wood or plant fiber. Each pound of
strength in their society. Necrites burrow through rock and wood you consume counts as one ration.
dirt by eating anything that is in front of them, creating vast Language. You speak Common, Insect-Common, and
territories below the earth that rival even the Formicoids. Necrite. Their language consists of aggressive sounding
clicks and hisses.
Brutal Regimes
Most Necrites live in the endless kingdom of the Eternal
Spire. Over centuries different Necrite Kings conquered a
vast territory by brutally attacking neighboring countries. The
Eternal Swarm is a terrifying sight, as thousands upon
thousands of milky white bodies flood over armies and cities
and tear everything they come in contact with to shreds.
However, Necrites aren't only this aggressive towards their
enemies. They show immense hostility even towards their
own kind, and most of them would kill a sibling if it meant
they could rise higher in power. The only things holding them
back from tearing each other apart are the strict laws
enforced by the reigning Necrite king, the strongest of them
all. At least until another Necrite manages to overpower and
consume his royal carcass.
Spires and Burrows
When the Necrites destroy another settlement, they take the
materials back to the Eternal Spire in the center of their
empire. The Eternal Spire is a massive hive city, containing a
multitude of white towers, the tallest one with the size of a
mountain. It is crawling with the countless bodies of its
Necrite inhabitants, working hard under the banner of their
king. However, the empire of Necrites is even bigger than just
this massive hive. It expends in vast territories beneath the
earth, posing a constant threat for neighboring kingdoms.
Necrites Traits
You are one of many and as such share a number of traits
with your countless siblings.
Ability Score Increase. Your Strength score increases by
2 and your Dexterity score increases by 1.
Age. Necrites are many in numbers and age just as fast.
They reach adulthood when their 12 years old, but only a few
of them are getting over the age of 45.

15
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Roaches Roach Traits
In the dark tunnels of Insectopia lives a race of insectoids Roaches tend to be a lot alike and as such you share many
that are revered as masterful tinkerers: the Roaches. Even traits with others of your race.
though they're appearance is anything but pretty, they have Ability Score Increase. Your Consitution score increases
keen minds, deft hands, and a natural sense of survival by 2 and your Intelligence score increases by 1.
unrivaled in this world. Age. Roaches mature very quickly, their Nymphs are
already able to walk after they spawn from their egg and
Practicality over Beauty mature completely when they are about 5 years old. Their
lifespans range from 50 to 70 years.
The bodies of Roaches are the same as their way of life: if it Alignment. You tend to be chaotic and neutral or good.
functions well, it doesn't have to look good. Roaches are small Roaches aren't a very organized race and the few laws they
and humpbacked and are only 3 to 4 feet tall. Their chitin have most of them only follow loosely.
comes in different colors of brown or black, resembling the Size. Roaches are small creatures and are only about 3 to
dirt of the tunnels they reside in. Their limbs are unnaturally 4 feet tall. Your size is Small.
long for their bodies and out of their mouth sprout two big, Speed. Your base walking speed is 30 feet.
acid covered fangs. They might not look appealing, but the Superior Darkvision. Roaches mainly dwell in dark
bodies of Roaches are well adapted for almost anything and tunnels deep in the earth. You have superior vision in dark
they can survive in the most extreme environments. They and dim conditions. You can see in dim light within 120 ft. Of
often even remove some of their own body parts if they deem you as if it were bright light, and in darkness as if it were dim
them unnecessary or too weak, and replace them with light. You can't discern color in darkness, only shades of gray.
mechanical augments and other crazy inventions. Sunlight Sensitivity. You have disadvantage on attack rolls
and on Wisdom (Perception) checks that rely on sight when
Surviving and Tinkering youu, the target of your attack, or whatever you are trying to
As Roaches became more intelligent, they learned to craft perceive is in direct sunlight.
themselves tools to further adapt to their unwelcoming Keen Survivors. Roaches are resiliant and know have an
environment. And they mastered the craft. Roaches have an innate knack for crafting tools to aid them. You gain
innate knack for crafting and building tools from scrap. Bugs proficiency in the Wisdom (Survival) skill. Additionally, you
all over Insectopia rely on the inventiveness of Roaches. gain proficiency with Tinker's tools.
Their designs are very chaotic however and most other Mechanic Augments. Parts of your body have been
species are unable to recreate their inventions without replaced with metallic augments and crude machinery. You
creating trash. choose one augment at 1st level. You gain an additional effect
at 5th level, depending on which augment you chose. At 1st
Secluded Underground level, choose one of the following options:
Roaches adapted to a life underground. However, generations Mechanic Gliders. When you fall and aren’t incapacitated,
of life underground made them vulnerable to sunlight, and as you can subtract up to 100 feet from the fall when calculating
such Roches tend to stay in the dark with their own kind. falling damage, and you can move up to 2 feet horizontally for
Their settlements are burrows and caves, filled with all kinds every 1 foot you descend.
of pipes and machinery. For any outsiders, these towns seem At 5th level: You gain back boosters that allow you to get
random and badly designed, but there is always an underlying into the air. You gain a flying speed of 30 feet. To use this
logic to their chaos. speed, you can’t be wearing medium or heavy armor.
Metallic Chitin. When you aren't wearing armor, your AC is
13 + 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.
At 5th level: You gain resistance to acid and poison
damage.
Respirator. This augment grants you the effects of the water
breathing spell once per long rest for 1 hour.
At 5th level: You can breathe normally in any environment.
You have advantage on Saving Throws made against harmful
gases and vapors (such as Cloudkill and Stinking Cloud
Effects, inhaled Poisons, and the breath Weapons of some
dragons)
Languages. You can read, speak, and write Common, Insect-
Common and Roach. The Roach language is made up of a
series of clicks and hisses and sounds quite aggressive to
others who don't speak the language.

16
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Scion Traits
Scions For Scions balance is everything in life, and as such there are
The Scions of the tribe gather around the bonfire under the many traits you share with others of your kind:
clear starlight sky. The crackling of the fire and the shifting Ability Score Increase. Your Wisdom score increases by 2
sand are the only sounds to be heard, as suddenly a loud hum and your Dexterity score increases by 1.
fills the air. The elder begins the nightly ritual and as his song Age. Scions reach adulthood around 15 and live up to 120
grows louder, the smoke of the fire seems to take the shapes years.
of ancient Scions, travelling and hunting in the vast desert. Alignment. Most Scions live the tranquil lives of nomads,
With an approving sound the elder examines the signs, as he without being particularly concerned with society outside of
tells his people to expect a prosperous month. their clan. They see a need of balance in all things in the
world, especially with life and death. Your alignment tends
Intimidating Appearance towards true neutral.
Scions are mighty creatures and most insectoids avoid them Size. Scions are tall creatures. standing around 7 to 8 ft.
because of their scary appearance. Scions are muscular and tall. Your size is Medium.
stand at a tall 7 to 8 feet. Unlike most other insectoids, Speed. Your base walking speed is 30 feet.
Scions have two sets of arms. While their lower arms are Deadly Pincers. Your Pincers are natural weapons, which
normal ones, their muscular upper arms have huge pincers you can use to make unarmed strikes. If you hit with them,
instead of hands, that can deliver crushing force to anything you deal piercing damage equal to 1d6 + your Strength
or anyone unlucky enough to end up between them. However, modifier, instead of the bludgeoning damage normal for an
the scariest part is the long tail with the venomous stinger at unarmed strike.
the end, that can inject a potent poison into their foes. Guardian of the Treshold. You gain advantage on Death
saving throws.
Spiritual Guidance Poisonous Stinger. Your stinger is a natural weapon with
Although they look quite deadly, Scions rarely use lethal force a reach of 10 ft., which you can use to make unarmed strikes.
against other creatures. They aspire to live in perfect balance, If you hit with it, you deal piercing damage equal to 1d4 +
hunt and produce only enough to sustain themselves and your Strength modifier, instead of the bludgeoning damage
their clan. They believe that everything must have an equal normal for an unarmed strike. When you hit a creature with
cost and gain, and as such believe that after every death your stinger, you can choose to inflict 1d6 poison damage to
should follow a new birth. Scions are very wise and the creature, and it has to make a Constitution saving throw
thoughtful individuals. However, they don't pray to a higher with a DC equal to 8 + Proficiency + your Consitution
power. They commune with the spirits of times long passed modifier. On a failure, the creature is poisoned for 1 minute.
to gain knowledge on how to proceed in the future. Scion It can repeat the save at the end of each of its turns. You must
clans are led by a spiritual figure, often the elder of the tribe. take a short or long rest before you can use this feature again.
Language. You speak Common, Insect-Common, and
Ancient Legends Scion. The Scion language is a strange and alien one, even to
other insectoids. Their hissing almost sounds like a haunting
Scions are said to be one of the oldest races of Insectopia. melody of countless disembodied voices.
Their history spans thousands of years back, to a time where
the Scions ruled over a huge empire. They are said to have
guarded a gateway to the Shadowfell and that they drew
power out of its magic. Their downfall came by the hands of
an unnamed pharaoh, who let a horrible creature from
beyond pass the gate. The ruins of this once enormous
empire can still be found, scattered across the vast sands.
Nomads of Nowhere
Most Scions tend to live their lives as nomads of the endless
sands. They live in big clans, often of only a few families, and
don't ever stay at a place for too long. They know their sandy
environment very well, and as such make excellent guides for
anyone that wants to travel across the endless seas of sand.
Only very rarely is it, that a Scion leaves it's clan and even
then they rarely settle down. Most of the ones breaking away
from the tribe tend to a life of adventure, abandon the
balanced life their ancestors set for them and seek out their
destinies

17
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Metropolises High Above
Vespoids Vespoid Hivecities are found in the crowns of giant trees,
Vespoids are the mightiest force in the Royal Hexagon, their hanging from branches, build from special kinds of wax. Only
queens ruling over vast territories and many bugs pledge Vespoids and ambassadors of other kingdoms are allowed
their loyalty to them. Vespoids are hardworking and loyal access to the Hivecities since Vespoids won't let common folk
individuals. They are formidable workers and the best of into their sanctums. From their high position, they send out
them take up high positions in whatever field they are their armies and leaders to rule over the cities they
specialised in. The Soldiers of the Vespoids are respected conquered on the ground.
and feared, as they are well trained and would fight to the
death to protect their queens. Vespoid Traits
Regal Stripes Vespoid show great differences within their own race, but
these traits are common for all of them.
The common Vespoid resembles a bee, with translucent Ability Score Increase. Your Charisma score
wings, yellow to orange and black stripes, slightly furred increases by 1.
chitin and beautiful compound eyes. For most Insectoids, Age. Vespoids tend to live up to 120 years of age.
Vespoids are the epiphany of beauty and it is no wonder that Alignment. Most Vespoids live under the strict laws of
even the lowliest Vespoid is treated like royalty. These radiant their queen and tend to be lawful. They strive to do the best
Insectoids stand up to 5 to 6 feet tall, while Bumbles even work they can, being honest and loyal to their crown, thus
reach heights of 8 feet or more. they are often good aligned. Wasps are the black sheeps of
the Vespoid family, as they are more aggressive and tend to
Royal and Cultured use violence more quickly to solve their problems. Wasps are
The Royal Hexagon is one of the most powerful empires in often evil and neutral or chaotic.
Insectopia. Here three Vespoid queens rule from the safety of Size. Vespoids vary greatly in size and bulk, but are
their giant trees and guide the world in the direction they see generally from 5 feet to 6 feet tall. Your size is Medium.
fit. Their Vespoid armies are the strongest and biggest Speed. You base walking speed is 30 feet.
overall, and Royal Hexagon soldiers are respected by their Flight. You have a flying speed of 15 feet, but you must
allies and feared by their enemies. They are highly trained land at the end of every minute or begin to fall. When you
and educated and they'll make sure you know about how reach 5th level, your flying speed increases to 30 feet and the
much better they are than you. One of the biggest flaws of the time restriction is lifted. To use this speed, you can’t be
Vespoids is their hubris and vanity, as they are raised with the wearing medium or heavy armor.
mindset of being superior to most of the other races. Languages. You can speak, read and write Common,
Insectcommon, and Vespoid. Vespoid is a language which is
spoken with the use of pheremones and gestures, and as
such is a mainly spoken language. Additionally, one requires
wings to speak the language fluently.
Subrace. There are three subraces of Vespoids and they
vary greatly in their appearance and abilities: Bees, Bumbles
and Wasps. Choose one of these subraces.

18
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Bee Traits
Bees make up the largest part of the Vespoid population.
They make up the diligent workforce and soldiers of the
Royal Hexagon. Bees are wise individual and show a lot of
care towards their allies. They can use pheromones to
telepathically communicate with each other and work best in
a swarm.
Ability Score Increase. Your Wisdom score
increases by 2.
Pheromonal Telepathy. You can create a telepathic link to
one willing creature, using your pheromones. For the next 10
minutes, you can talk to the creature telepathically, while you
are wihtin 120 feet of them. You can't use this ability again
until you finish a long rest.
Swarm Intelligence. While you are within 5 feet of an ally,
you gain advantage on Intelligence saving throws.
Soothing Honey. Using a bonus action, you can produce
one portion of honey, which can be ingested to heal 1d4 +
half your level (rounded up) hit points. You can't use this
ability again until you finish a short or long rest.
Bumble Traits
Bumbles are the powerhouses of the Vespoids. Much larger
and bulkier than their bee cousins, Bumbles are often
employed in the military or protect the queens as
bodyguards. They are also very adept in working with wax
and paper, making them excelent forgers of papers and
documents.
Ability Score Increase. Your Constitution score
increases by 2.
Slow Fliers. Bumbles are slower than other Vespoids,
because of their bulky stature. Your flying speed is 10 feet at
1st level and increases to 20 feet at 5th.
Powerful Build. Bumbles are bigger than other Vespoids, Wasp Traits
ranging from 8 to 9 feet. Your are considered to be one size Long ago one part of the Vespoid swarm splitted off and left
larger when determining carrying capacity. for the Dark Woods. Those Vespoids later became what is
Waxbuilders. Bumbles are masters of sculpting and using now known as Wasps. Wasps vary greatly from their Vespoid
wax in all sorts of different ways. You gain proficiency with brethren, only their yellow and black stripes signaling some
the Forgery kit. Additionally, you can use 1 portion of wax to kind of relation between them. They have smooth chitin
cover yourself with. It takes you 10 minutes to apply the wax. plates instead of fur, they are slender and tall and their
After application, you gain resistance to cold, fire and feature seems more jagged. They have a poisonous spike they
lightning damage for one hour. You can't use this ability again use to attack. Most wasps are live solidarly or in small
until you finish a long rest. families. They are cunning and intelligent creatures, though
they are also quite aggressive, making them dangerous for
other bugs. Only few criminal organizations, like the Black
Leaf, employ Wasps, due to their uncontrolable temper.
Ability Score Increase. Your Dexterity score
increases by 2.
Poison Adepts. You gain proficiency with the
Poisoner's Kit.
Deadly Stinger. Your have a stinger that holds a dangerous
poison. Your stinger is a natural weapon. When you make a
melee weapon attack with your stinger and hit a creature, you
deal 1d4 + your Strength modifier piercing damage.
Additionally as part of the attack, you can force the creature
must make a Constitution saving throw, against a DC equal to
8 + you Proficiency + your Constitution modifier. On a failed
save, the creature is poisoned for 1 minute or until cured. You
can only poison one creature per long rest.
Hidden Flight. You gain advantage on Dexterity (Stealth)
checks made while flying.

19
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Chapter 2: Subclasses

T
his chapter presents new subclasses to Additionally, attacks with your symbiotic weapon ignore
supplement those in the Player’s Handbook. resistance to necrotic damage when dealing necrotic damage
These new options are available when you to a creature.
make a character, provided that your DM
allows them in your Campaign. Apex Predator
At 10th level, the bond with the symbiont slumbering inside
you grows even stronger, making you a master at pursuing
Primal Paths and slaying your prey. You can manifest your symbiotic
weapon as a bonus action while you aren't raging.
Path of the Symbiont Additionally, whenever you finish a long rest, you can allow
The symbionts are strange, mimic-like entities with unknown your Symbiont to assimilate a magic weapon in your
origins. Alone they are merely specks, barely noticeable for possession. You can only assimilate a melee weapon you are
most creatures. However, when they find a worthy host, the proficient with. Your symbiotic weapon gains any bonus to
symbionts unleash their true and terrifying potential. attack and damage rolls and any properties of the assimilated
Barbarians of the Path of the Symbiont draw their power weapon, but maintains it's damage die. If the weapon
from those alien creatures. When entering a rage, the required attunement for any of its abilities, you can use them
Symbiont takes over and turns the barbarian into a violent as if you were attuned to it. You can only have one weapon
bloodthirsty monster, wielding the symbiont as a tangible assimilated at a time. You can replace the assimilated
weapon with deadly precision. The symbiont hungers, and its weapon with another whenever you finish a long rest.
primal fury affects it's host. A symbiont may not always be Symbiotic Rage
evil, but with a need to feed and an appetite for conflict, a At 14th level, you can release the beast inside you and let the
benign host, much less symbiont, is rare to find. symbiont take over. When you are raging, you can use a
Symbiotic Blade bonus action to enter a symbiotic rage. While you are in this
Beginning at 3 level, you bonded with a Symbiont, an alien form, you gain the following benefits:
creature that takes the shape of various weapons. When you You gain blindsight in a range of 15 ft.
enter a rage, the symbiont empowers you granting you the You regenerate 1 hit point at the start of each of your
following benefits: turns.
You manifest your symbiotic weapon. You decide on the Your symbiotic weapon gains a reach of 10 ft.
weapons appearance. The weapon has the versatile The bonus to AC from your symbiotic weapon increases to
property and deals 1d10 + your Strength modifier, or +2.
1d12 + your Strength modifier if wielded with two hands, You gain resistance to necrotic, poison, and psychic
force damage. damage.
Your symbiotic weapon cannot be disarmed. If your turn ends and you haven't hit and damaged a creature
You gain a +1 bonus to your AC. since your last turn, your symbiotic rage ends or you can take
The benefits last for the duration of your rage. 1d12 necrotic damage to prolong the duration for one
Additionally, when your features from this subclass subject additional round. The damage you take from this ability can't
a creature to saving throw, the DC is equal to 8 + your be reduced by any means.
Proficiency bonus + your Strenght modifier.
Apex Predator
Starting at 3rd level, the symbiont begins to further alter your
body. You gain Darkvision with a range of 120 feet and a
Climbing Speed equal to your Walking speed. While raging,
you ignore the drawbacks imposed by difficult terrain.
Eldritch Connection
Beginning at 6th level, your Symbiont develops the
Thrown(20/60) property.
You can use a bonus action to call the weapon back to an
unoccupied hand while it is within 60 feet of you. If you do so,
the weapon spins back through the air towards you. Each
creature in a straight line between yourself and the symbiotic
weapon, must succeed on a Dexterity saving throw or take
2d6 force damage, or half as much on a successful one.

20
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Bard Colleges
College of Pheromones
Bards of the College of Pheromones aren't performers like
those of the same profession. They are masterful alchemists,
who express themselves not through story or music alone,
but also through alluring lights and enthralling pheromones.
Their grand displays incite heroic actions in their allies.
Bonus Proficiencies
When you join this college at 3rd level, you gain proficiency
with alchemist's supplies.
Pheromonal Orders
Also at 3rd level, the pheromones you emit incite sudden
reactions in your allies. You can use your bonus action to
choose one allied willing creature within 10 feet of you. You
can then expend one use of your Bardic Inspiration. The
chosen creature then makes one of the following actions
listed below, of your choice:
Attack!: The chosen creature makes an attack roll against
a creature within range of it.
Move!: The chosen creature can move up to it's movement
speed.
Disengage!: The creature uses the Disengage action and Pheromonal Dispenser
moves 5 feet in a direction they choose. Starting at 6th level, you learn how to craft pheromonal
Dodge!: The creature gains the benefits of the Dodge concotions through pheromonal dispensers. Pheromonal
action. dispensers are incense sticks or smoke bombs, that can be
either thrown or put on the ground and lighted by using an
action. When used they emit a cloud pheromones in a 10-
foot-radius sphere for 1 minute, affecting any creature
standing inside of the area.
Creating a pheromonal dispenser requires you to have
alchemist supplies on your person and any dispenser you
create with this feature last's until it is used. You can choose
which type of pheromones the dispenser emits, from the
options listed below.
Raging Pheromones These spicy pheromones incite
aggression in any creature affected by it. A creature that hits
with a melee attack while standing in the radius of the sphere
deals an extra 1d6 force damage.
Regenerative Pheromones These flowery pheromones
accelerate the natural healing process of organisms. A
creature that ends its turn in the sphere regains 5 hit points.
Nimbleness Pheromones These citrusy pheromones
awaken the minds of creatures, making them more alert to
any attack coming their way. Creatures within the radius of
the sphere gain a +1 bonus to their AC.
Cleansing Pheromones These fresh pheromones cleanse
body and mind. A creature that ends its turn within the radius
of the sphere and is either charmed, frightened, paralyzed,
petrified or poisoned, is no longer affected by the condition.
Controlling Pheromones
Also at 6th level, your pheromones can now affect your
enemies. You can cast the suggestion spell at will.
Alluring Light
At 14th level, you can target up to two creatures when you
use your Pheromonal Orders feature or cast the suggestion
spell.

21
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Channel Divinity: Rotting Sickness
Divine Domains Startíng at 2nd level, you can use your Channel Divinity to
accelerate the decaying process of organic matter. As an
Rot Domain action, you present your holy symbol, which emits a sickly
Many fear clerics of the rot domain, for they often worship green mist towards a creature 30 feet away from you. The
the Great Wurm, god of decay and death. Clerics of this creature has to succeed on a Constitution saving throw
domain aren't inherently evil and only the plague priests of against your spell save DC, or becomes inflicted with Rotting
the Muscans use their divine powers for malevolent deeds. Sickness, a disease that lasts for 1 hour. A sick creature has
The true purpose of this domain is to keep the natural order disadvantage on attack rolls and Constitution saving throws.
of nature, guiding poor souls to a relieving end and giving They can repeat their saving throw at the end of each of their
their organic matter back to the earth to complete the circle turns, ending the effect on a success.
of life. Most Clerics of the Rot Domain are also very Channel Divinity: Summon Vermins
knowledgeable physicians, having studied much about
various plagues and diseases. Starting at 6th level, you can use your Channel Divinity to
summon swarms of contagious birds, rats or insects upon
Rot Domain Spells your enemies.
Cleric Level Spells As an action, you present your holy symbol, which attracts
two swarms of your choice from the following: Swarm of
1st inflict wounds, ray of sickness Centipedes, Swarm of Rats, Swarm of Ravens or Swarm of
3rd protection from poison, ray of enfeeblement Rot Grubs. You choose a space within 30 feet of you where
the swarms appear. The swarm then rolls initiative. You are
5th animate dead, stinking cloud unable to control the swarms and they will start attacking the
7th blight, sickening radiance closest creature to them. The swarms disperse after 10
9th contagion, insect plague
minutes.
Potent Spellcasting
Bonus Proficiencies Starting at 8th level, you add your Wisdom modifier to the
At 1st level, you gain proficiency in the Wisdom (Medicine) damage you deal with any cleric cantrips.
skill and you gain a Healer's Kit.
Herald of Entropy
Disciple of Disease Starting at 17th level, your arcane powers disturb
Also starting at 1st level, your poisons are more potent. regenerative processes in other creatures. Every time you
Whenever you deal poison damage to a creature using one of deal damage to a creature with a spell of 3rd level or higher,
your cleric spells, you deal an additional 2 + the spell's level the creature can't regain hit points until the end of your next
poison damage to the creature. turn.

22
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Temporary Mutation
Starting at 6th level, you are able to imbue your mutations to
your allies. You can use an action to expend one use of your
wild mutation feature to imbue an allied and willing creature
with the effects of one of your Bestial Mutations for 10
minutes. You can imbue a creature only once each day.
Druid Circles Furthermore, you gain one additional use of your wild
mutation feature at this level and again at 10th and 14th level.
Circle of Mutation
All Druids have the ability to shapeshift, transforming into Controlled Changes
wild beasts. Circle of Evolution Druids, however, use that At 10th level, you have advantage on saving throws against
primal magic to improve and manipulate the very structure of any spell or effect that would alter your form.
their bodies. They use this to mutate themselves to make
themselves more effective in combat and in general. They can Rapid Cell Devision
also extend this magic to their allies, mutating them as well, At 14th level, you can accelerate the healing process of your
and can even manipulate the very structure of their body to body drastically. You can use an action to regenerate 1 hit
increase healing. point per round for 10 minutes. You have to finish a short or
long rest to use this feature again.
Animalistic Growth Furthermore, any severed body members (fingers, legs,
Once you reach 2nd Level, you use ancient rituals to mutate tails, and so on), grow back after you finish a long rest.
your own body to resemble wild beasts.
Wild Mutation. Your Wild Shape feature is replaced by the
Wild Mutation feature. You can use your action to activate the
mutagens in your body to temporarily mutate your form.
Whenever you choose to do so, you gain the effects of your
Beastial Mutations for a number of minutes equal to half your
druid level (rounded down). You can use this feature twice.
You regain expanded uses when you finish a short or long
rest.
Beastial Mutations. You gain three mutations of your
choice, which are detailed under "Beastial Mutations" below.
You can pick each individual mutation only once.
You gain two additional mutations of your choice at 7th,
10th, and 15th level. Each time you gain new mutations, you
can also replace one mutation you have with a different one.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Beastial Mutations Natural Weapons. You gain a natural weapon, such as claws,
The mutations are presented in alphabetical order. fangs or spikes, that deals 1d6 + your Strength modifier
Amphibious. You grow gills on your neck. You can breathe bludgeoning, piercing, or slashing damage.
air and water. Pack Tactics. You can use your pack to hunt down your
Avoidance (requires 10th level). The mutagens quicken pray. You have advantage on an attack roll against a creature
your reflexes. If you are subjected to an effect that allows you if at least one of your allies is within 5 feet of the creature and
to make a Dexterity saving throw to take only half damage, the ally isn't incapacitated.
you instead take no damage if you succeed on the saving Poisonous Attacks (requires Natural Weapon). You
throw. produce a lethal poison, you inject through striking your foes.
Bioluminescent. A part of your body grows translucent When you hit a creature with your natural weapon, the target
and fluorescent. You can use a bonus action to illuminate a must make a Constitution saving throw with a DC equal to 8+
body part of yourself, shedding bright light in a 20-foor area, Proficiency + Wisdom Modifier, taking 5 (2d4) poison
and 20 feet of dim light after that. damage on a failed save and the creature is poisoned until
Blood Frenzy (requires 6th level). Your senses heighten the end of its next turn. On a successful save, the creature
drastically when you smell the scent of fresh blood. You have takes only halve the damage and isn't poisoned.
advantage on melee attack rolls against any creature that has Rampage. The rush of a kill quickens your movements.
less than halve its hit points. When you reduce a creature to 0 hit points with a melee
Camouflage. Your skin makes you blend into your attack on your turn, you can take a bonus action to move up
surroundings. You have advantage on Dexterity (Stealth) to half your speed and make a melee weapon attack.
checks when hiding in natural terrain. Relentless. Your animalistic endurance keeps you from
Dive Attack (requires flying speed). While flying you can fainting. Once per short or long rest, if you take 10 damage or
strike with the precision of an eagle. If you are flying and dive less that would reduce you to 0 hit points, you are reduced to
at least 30 feet straight toward a target and then hit it with a 1 hit point instead.
melee weapon attack, the attack deals an extra 9 (2d8) Spider Climb. Your hands grow small spines that you can
damage to the target. use to climb. You gain an additional climbing speed of 30 feet
Echolocation. You can emit high pitched sounds to get a and you can climb difficult surfaces, including upside down
picture of your surroundings. You gain blinsight in a 20 ft. on ceilings, without needing to make an ability check.
radius. You can't use it while deafened. Standing Leap. The muscles in you legs grow insanely
Flyby (requires flying speed). You fly too quick for strong. Your long jump is up to 15 feet and your high jump is
enemies to strike you. You don't provoke opportunity attacks up to 10 feet, with or without a running start.
when you fly out an enemy's reach. Sure-Footed. You gain the balance of a mountain goat. You
Keen Hearing and Smell. You gain the senses of a have advantage on Strength and Dexterity saving throws
masterful predator. You have advantage on Wisdom made against effects that would knock you prone.
(Perception) checks that rely on hearing or smell. Webbed Limps (requires 6th level). You sprout webbed
Magical Weapons (requires natural weapon). Your limbs instead of your normal ones, granting you a swimming
natural weapons count as magical for the purpose of speed of 30 feet.
overcoming resistances. Wings (requires 10th level). You sprout wings that grant
you a flying speed of 30 feet.

24
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Martial Archetype
Winged Knight
Winged Knights are masters of aerial combat. They
dexterously soar through the air, summoning the chaotic
winds of the elemental plane of air as they move. Then they
unleash them in strong bursts, sweeping the battlefield.
Typhoons Champion
When you choose this archetype at 3rd level, you learn how to
empower your movements and strikes with with strong gusts
of wind.
Gust Techniques. You learn two Gust Techniques of your
choice, which are detailed under "Gust Techniques" below.
Some techniques enhance an attack in some way. You can
use only one maneuver per attack.
You learn one additional Gust Technique at 7th, 10th, and Zephyr Step
15th level. Starting at 10th level, while you are flying, you can use your
Gust Points. You have a Pool of Gust Points which fuel bonus action to use the Dash action.
your Gust Techniques. Whenever you use your flying
movement, you gain one additional Gust Point. You can only Avatar of the Sky
gain one Gust Point per round in this way. Additionally, you Starting at 15th level, when you use your action surge feature,
gain a Gust Point each time you use the Dash action or score you also gain the benefits of the Dash and Disengage actions.
a critical hit. If you don't use your flying movement for an
entire turn and have Gust Points left, at the end of your turn Gust Techniques
you loose all of your Gust Points. You can gain Gust Points Air Shield. When you or an ally within 30 feet of you are hit
up to a maximum equal to your Dexterity modifier. by a ranged weapon attack you can use use your reaction to
Saving Throws. Some of your Gust Techniques require spend 1 Gust Point to deflect the missile. When you do so,
your target to make a saving throw to resist the maneuver's the damage you take from the attack is reduced by 1d4 + your
effects. The saving throw DC is calculated as follows: Dexterity modifier.
For every Gust Point you spend on this feature, the damage
Typhoon's Champion Save DC = 8 + your proficiency from the attack is reduced by an additional 1d4.
bonus + your Dexterity modifier Hurricane Ward. You can use a bonus action to spend a
Gust Point to create a 10-foot wide and 10-foot tall pillar of
Tailwind strong wind (20 miles per hour) in an area within 30 feet of
Additionally at 3rd level, the winds always seems to blow in you. The wind has the effects of the Warding Wind spell. The
your direction. You gain a flying speed of 10 feet. You can fly wind disperses at the start of your next turn.
for up to 10 consecutive turns. If you are in the air at the end For every additional Gust Point you spend on this feature,
of the tenth turn, you fall. When you reach 5th level, the time the pillar of strong wind grows 10 feet wider and higher.
restriction is lifted. You can't wear heavy armor while flying. Updraft. When you hit a medium or smaller creature with
At 10th level, the speed is increased to 30 feet. a melee weapon attack, you can spend 2 Gust Points to
create a strong Updraft below the creature. The creature
Aerial Superiority must succeed on a Strength saving throw against your
At 7th level, you learn aerial maneuvers that improve your Typhoons Champion save DC. On a success, the creature is
maneuverability while airborne. unaffected. On a failed save, the creature is lifted 10 feet
You learn 1 aerial maneuver of your choice, which are straight up into the air. If the creature is airborne and fails its
detailed under "Aerial Maneuvers" below. You learn an save, it is lifted up 10 feets higher and falls prone.
additional aerial maneuvers of your choice at 10th, 15th and If you spend an additional Gust Point, you can use this
18th level. While mounted on a creature with a flying speed, ability on a Large creature.
these features also apply to your mount. Wind Burst. When you hit a creature with a melee weapon
Aerial Maneuvers
attack, you can spend 1 Gust Point to create a strong burst of
wind in a 20-foot line that is 5 feet wide directly in front of
Barrel Roll. If another creature is attacking you while you are you. Each creature in that line must succeed on a Strength
moving through the air, you can use your reaction to add your saving throw against your Typhoons Champion save DC,
Dexterity modifier to your AC. being moved back 20 feet. For every additional Gust Point
Flyby. While flying, you can use the disengage action as a you use on this feature, the distance of the line grows by 10
bonus action. feet.
Safe Landing. When you fall and hit the ground, you only Wind Wall. You can use an action to spend 3 Gust Point to
take halve the damage from falling. Cast the Wind Wall spell. The Wall disperses at the start of
Strong Wings. You have advantage on saving throws your next turn.
against being knocked prone while you are airborne. For every additional Gust Point you spend on this feature,
an additional round is added to the Wind Walls duration.

25
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Body
Monastic Traditions Part Effect
The creature can't make weapon attacks until the
Arm
Way of the Mantis end of its next turn.
The Way of the Mantis is a path not many monks choose to Eyes
The creature is blinded until the end of its next
tread. To master this tradition, one has to master absolute turn.
patience first. Only monks that achieve absolute serenity Legs The creature is knocked prone.
within themselves can focus their strikes precisely enough to
disable the flow of ki in living creatures. Monks of the Way of Throat
The creature is silenced and can't speak until the
the Mantis stay in perfect stillness, not moving a single end of its next turn.
muscle, waiting for just the right time to strike.
Reaching Counter
Mantis Stance At 11th level, while you are in the Mantis Stance, the reach of
Starting when you choose this tradition at 3rd level, you can your unarmed attacks increases by 5 feet.
use your bonus action and spend 1 ki point to enter a
defensive stance. You can end this stance by using a bonus Perfect Stillness
action, and it otherwise lasts 1 minute. You can't move while At 17th level, when you are in the Mantis Stance you regain 2
you are in this stance and you can use your Patient Defense ki points at the start of each turn.
feature without spending ki points. Furthermore, when a Additionally, while in this Stance, you can spend 2 ki points
creature misses you with a melee weapon attack, you can use to make additional reactions.
your reaction to make an unarmed attack against it.
Pressure Strike
At 6th level, you learn how to debilitate your foes by cutting
off their flow of ki. Whenever you hit a creature with one of
the attacks granted by your Flurry of Blows feature, you can
choose which body part you want to target. The creature Art by Thiago Lehmann
must succeed on a Constitution saving throw, or suffer the
effects detailed in the table below. The creature can't suffer
the effects of a body part it doesn't posess.

26
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Mindshield
Sacred Oaths Starting at 7th level, you and friendly creatures within 10 feet
of you have resistance to psychic damage and advantage on
Oath of the Swarm saving throws against being charmed. At 18th level, the range
The Oath of the Swarm is seldomly sworn to a single deity. of this aura increases by 30 feet.
Instead, paladins of this oath vow themselves to their nation Soothing Buzz
and people. They believe that to achieve greatness as a
community, there has to be unity in mind. However these Beginning at 15th level, when you use your lay on hands
Paladins go even further than that. They do not only unite ability to heal any number of hit points, every creature that is
their people, but unite them to strike down that which linked through your hivemind channel divinity ability regains
threatens their nation. They are masters in weaponising their the same amount of hit points as well.
people. As its always said: Offense is the best defense. Swarm Lord
Tenets of the Swarm At 20th level, you extend your mind to lead your swarm to
The exact Tenets of the Oath of the Swarm may vary, as they victory.
depend on which group the paladin belongs to. However, they For 1 minute, you gain the following benefits:
generally emphasize the following tenets. You gain truesight with a range of 120 ft.
One Body. Every member of the swarm is required. If there
is a weak link, raise them up. You can use Swarm Smite and Hivemind without
One Mind. The swarm must work together to survive. All expending your channel divinity.
views must be thought of before deciding on the correct one.
One Spirit. The souls of the swarm are inherently Once per turn as a bonus action, you can choose an allied
connected. If they are to survive, the swarm must make sure creature within 30 feet of you. It can immediately make a
that there are no sources that could corrupt this spiritual melee or ranged weapon attack or move up to ist speed.
bond. Once you use this feature, you can't use it again until you
Oath Spells finish short or long rest.
You gain oath spells at the paladin levels listed.
Oath of the Swarm Spells
Paladin Level Spells
3rd dissonant whispers, shield of faith
5th enhance ability, warding bond
9th aura of vitality, enemies abound
13th aura of purity, phantasmal killer
17th geas, synaptic static

Channel Divinity
When you take this oath at 3rd level, you gain the following
two Channel Divinity options.
Swarm Smite. As a bonus action you can imbue the
strikes of your companions with divine power. You can
choose a number of creatures up to your Charisma modifier
within 30 feet of you. The next time they hit a creature with a
melee weapon attack they deal an additional 1d8 psychic
damage.
Hivemind. As an action, you can create a telephatic link
between your companions. You can choose a number of
willing creatures up to your Charisma modifier within 60 feet
of you. For one minute, all chosen creatures as well as
yourself can talk telephatically to each other while they are
on the same plane of existence. Furthermore, if a creature
linked in this way has to make a Wisdom or Charisma saving
throw, they can choose to use your modifiers instead.

27
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Ranger Archetypes Call Drone
At 3rd level, you learn how to summon an aberrerant spirit
Hive Lord Conclave from the Far Realm or another alien realm of madness. The
spirit manifests physically in an unoccupied space that you
Hive Lord Magic can see within 10 feet of you. The spirit uses the Insect
Starting at 3rd level, you learn an additional spell when you Drone stat block below. You can have only one spirit at a time
reach certain levels in this class, as shown in the and can't summon another one while your spirit is present. A
Entomologist Spells table. The spell counts as a ranger spell spirit disappears if it is reduced to 0 hit points or after 1 hour.
for you, but it doesn’t count against the number of ranger You can dismiss it early as a free action. You may use this
spells you know feature a number of times equal to your Wisdom modifier
and regain all uses after you finish a long rest.
Hive Lord Spells When you summon a spirit, you determine its appearance
Ranger Level Spells and choose Bulwark Beetle, Stinger Wasp, Trap Spider, or
3rd command Dew Fly. The spirit physically resembles your choice of insect
drone, which also determines some of the traits in its stat
5th web block.
9th hypnotic pattern The spirit is friendly to you and your companions. In
combat, the spirit shares your initiative count, but it takes its
13th confusion turn immediately after yours. You can telepathically issue
17th Synaptic Static commands to it while on the same plane of existence and it
obeys any command that you issue to it (no action required by
you). If you don't issue any, it defends itself but otherwise
takes no action. The spirit cannot use reactions if not
specified otherwise.
You can summon and control an additional spirit at 7th and
11th level. You cannot summon a type of drone you already
control.
Hive Mind
At 7th level, you can use an action to mark a creature within
90 feet of you with a psychic tag for 1 minute. Any damage
dealt by your weapon attacks or your drones to the marked
creature changes its damage type to psychic.
You need to finish a short or long rest before you can use
this feature again.
Savage Swarm
At 11th level, your drones gain an additional action you can
use while controlling them, as detailed in the Insect Drone
stat block.
Furthermore, if your drones are forced to make a saving
throw, they can use your modifiers instead.

Art by Rachopin77, Jacob Blackmon, and Thiago Lehmann

28
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Metamorphosis
At 15th level, your psychic connection to the far realm allows
you to summon stronger spirits. When summoning a spirit
you now choose either Adamantine Beetle, Executioner
Wasp, Hunter Spider, or Vitality Fly. They retain all the
abilities of their previous forms in addition to the abilities
detailed in the Evolved Drones table below.
Evolved Drones
Drone Type Metamorphosis
The AC of the beetle increases + your
Wisdom modifier. Additionally, when a
Adamantine
creature moves into 5 feet of the beetle, it
Beetle
can use a reaction to make a pincer attack
against the creature.
The wasps flying movement speed is
Executioner increased by 10 feet. Additionally, when
Wasp using its sting action to attack a creature, it
can attack again using its bonus action.
The spider can now trap up to three creatures
Hunter in range using its Web Shot action.
Spider Additionally, the range of Web Shot is
increased to 60 feet.
The range of Cloud of Vitality is increased to
Vitality Fly 30 feet and the amount of healing done
increased by 2d8.

Insect Drone Sting (Wasp only). Melee Weapon Attack: + your


Proficiency bonus + your Wisdom modifier, range 5 ft.,
Small aberration, true neutral
one creature. Hit: 2d8 + your Wisdom modifier
piercing damage.
Armor Class 12 + your Proficiency bonus
Hit Points 3 times your ranger level Stinger Shot (11th level; Wasp only). Ranged Weapon
Speed 30 ft., burrow 20 ft. (Beetle only), fly 30 ft. Attack: + your Proficiency bonus + your Wisdom
(Wasp and Fly only), climb 30 ft. (Spider only) modifier, range 60 ft., one creature: Hit: 2d6 + your
Wisdom modifier piercing damage.
Web Shot (Spider only). Choose a creature within 30
STR DEX CON INT WIS CHA feet of the drone. The target must succeed on a
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) Dexterity saving throw against your spell save DC, or be
restrained by a sticky web for the next minute. As an
action on each of its turns, a restrained creature can
Senses passive Perception 10 make a Strength saving throw against your spell save
Languages understands the languages you speak DC to break free.

Spider Climb (Spider only). The drone can climb difficult Climbing Web. (11th level; Spider only). The drone spins
surfaces, including upside down on ceilings, without a web on a horizontal or vertical surface in a 30-foot
needing to make an ability check. circle centered on the drone. Any creature moving
across the webbed surface is unaffected by difficult
terrain and can climb vertical surfaces using their
Actions movement speed without making an ability check.
Pincer (Beetle only). Melee Weapon Attack: + your
Cloud of Vitality (Fly only). The drone explodes in a
Proficiency bonus + your Wisdom modifier, range 5 ft.,
shower of green mist. The drone is reduced to 0 hit
one creature. Hit: 1d8 + your Wisdom modifier
points. Each creature within 10 feet of it is healed by
bludgeoning damage. If the target is a creature, it has
1d8 + your Wisdom modifier.
disadvantage on attack rolls until the end of its next
turn. Cloud of Restoration (11th level; Fly only). The drone
explodes in a shower of blue mist. The drone is
Charge (11th level; Beetle only). The drone immediately reduced to 0 hit points. Each creature within 10 feet of
moves 20 feet in a straight line in a direction you it that is either blinded, paralyzed, petrified, or
choose. If the drone passes through a creature's space, poisoned is cured of these conditions.
the creature has to succeed on a Strength saving throw
or be knocked prone.

29
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
While you are impersonating a creature, the following
Roguish Archetypes rules apply:
You look indiscernible to the creature you impersonate. If
The Mimic you rouse suspicion, or if a wary creature suspects
Those Rogues who take it upon themselves to embody the something is amiss, you have advantage on any Charisma
Mimic archetype take after the monstrosities they are named (Deception) check you make to avoid detection.
for. With a suite of abilities involving mimicry of both form You retain your game statistics, hit points and Hit Dice,
and skill, Mimic Rogues are not only powerful friends, but alignment, personality, all of your skill and saving throw
dangerous foes. They use an innate magically ability, that proficiencies, in addition to gaining those of the creature.
allows their shadow to shape and form into copies of what If the creature has the same proficiency as you and the its
they can perceive. bonus is higher than yours, use the creature's bonus
instead of yours. If the creature has any legendary or lair
Mimicry actions, you can't use them.
When you choose this archetype at 3rd level, you gain the You can't cast spells. Impersonating doesn't break your
ability to copy the skills of another creature. When rolling a concentration on a spell you've already cast, however, or
skill or ability check you can instead choose a creature within prevent you from taking actions that are part of a spell,
30 feet of you and roll using its statistics for the ability or such as call lightning, that you've already cast.
skill. You can only copy a creature's statistics if you know the The benefits of any features from your class, race, or other
creature well, having spend at least 1 hour observing the source are replaced by the features of the creature you are
creature. You can't use this ability on saving throws. impersonating.
Once you use this feature, you can't use it again until you You retain all of your equipment, and do not gain any
finish a short or long rest. equipment the impersonated creature owns. However,
your equipment doesn't change size or shape to match the
Imitate new form, and any equipment that the new form can't
Also starting at 3rd level, when a creature you can see is wear must either fall to the ground or merge with it.
using an action or bonus action or a triggered ability, such as Equipment that merges with the form has no effect until
an Imp's polymorph or a wolf's pack tactics, you can use your you leave the form.
reaction to attempt mimic it. If the creature is unwilling, you
need to succeed on an Intelligence (Investigation) check
against a DC equal to 10 + the targets level or challenge
rating to copy the ability. You can use this feature a number of
times equal to your Proficiency modifier and need to finish a
long rest to regain expended uses.
You can only copy one feature at a time and only from a
creature with a CR or level equal to your rogue level divided
by 3 (rounded down).
You can't imitate features that are inherent to a magic item.
You gain the benefits of the copied ability until the end of
your next turn or until you use it once. You can't mimic spells
or a creatures spellcasting ability.
Impersonation
At 9th level, you can perfectly impersonate another humanoid,
taking on its form. You need to spend at least one hour
studying a small or medium humanoid you want to
impersonate. After that, you can use an action to polymorph
into the humanoid. You can use this feature twice. You regain
expended uses when you finish a long rest.
You can only impersonate a creature with a CR or class
level equal or lower to your rouge level.
You can impersonate a creature for a number of hours
equal to half your rogue level (rounded down). You then revert
to your normal form unless you expend another use of this
feature. You can revert to your normal form earlier by using a
bonus action on your turn. You automatically revert if you fall
unconscious, drop to 0 hit point, or die.
You can remember only one impersonation at a time. You
can change your impersonation by studying another
humanoid for another hour, gaining the new form and loosing
the old. When you reach 13th level you remember an
additional impersonation.

30
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Infiltration
At 13th level, you can infiltrate a creatures mind, controlling
their any move. Using an action you can touch a creature and
force it to make an Intelligence saving throw against a DC
equal to 8 + your Proficiency bonus + your Intelligence
modifier. On a failed save, the creature is charmed by you and
follows each of your spoken commands to the best of its
abilities. On a success, the creature isn't charmed and is
immune to this effect for the next 24 hours.
While a creature is charmed by you through this feature,
you can't use bonus actions or reactions. Furthermore, you
see through the charmed creatures eyes and hear what it
hears, gaining the benefits of any special senses that the
creature has. During this time, you are deaf and blind with
regard to your own senses. While the creature is within 100
feet of you, you can communicate with it telepathically.
The creature can make another Wisdom saving throw at
the end of each of its turns. If it succeeds it is no longer
charmed by you.
You need to finish a long rest before you can use this
feature again.
Perfect Clone
At 17th level, you can use an action creating a perfect clone of
yourself out of your shadow. The clone has the same shape
and size as you, as well as the same statistics, features, and
abilities (except the abilities gained from this archetype), but
only halve of your current hit points. The clone doesn't gain
your spellcasting ability or spells.
The clone is created with copies of your equipped weapons
and armor, but otherwise doesn't have access to your
equipment.
As a bonus action on your turn, you can move the clone up
to your movement speed to a space you can see, but it must
remain within 120 feet of you. It can then immediately use an
action.
The clone lasts for 10 minutes or if it drops to 0 hit points.
You need to finish a long rest before you can use this feature
again.

31
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Arcane Nullzone
Sorcerous Origins At 14th level, your presence alone is disruptive for magical
effects. If you are the target of a damaging spell effect cast by
The Leech a creature you can see, you can use your reaction to spend a
While other sorcerous bloodlines have an overabundance of number of sorcery points equal to the spells level (a
arcane energy, Leeches are the exact opposite. They are minimum of 1) and halve the damage the spell would deal to
irregularities in the Weave, points were no arcane energy any creature affected by it.
exist and in turn is sucked into. How you have become this Overpower
singularity for magic is unknown, but it makes you into a
bane for anything magical. At 18th level, you can cast the counterspell and dispel magic
Many military organizations gladly take up these leeches spells at 3rd level against the target of your disruptive mark
into their ranks, training them to be used as efficient without expending spell slots. If the marked creature is
weapons against any spellcaster that would otherwise prove within 30 feet of you, you have advantage on the spellcasting
difficult to subdue. ability check for these spells. You can cast both spells at a
higher level by spending a number of sorcery points equal to
Magician's Bane the level of the spell.
Starting at 1st level, you are drawn to magic like a shark
towards blood. You can cast detect magic at will, without Metamagic
expending a spell slot. The following section presents new metamagic options for
the sorcerer. These metamagic options follow the same rules
Sundering Shield as metamagic options found in the Player's Handbook.
Also at 1st level, when you use your innate magic to cast a
spell, you can leech on some of the spells magic to protect Leeching Spell
yourself. Whenever you cast a spell of 1st level or higher, you When you roll damage for a spell that targets a single
can create a shielding aura on yourself that lasts until you creature, you can spend 3 sorcery points to regain hit points
finish a short or long rest. The shield has hit points equal to equal to half the amount of damage dealt, to a maximum
your sorcerer level + your Charisma modifier. Whenever you amount of half of your total hit points.
take damage, the shield takes the damage instead. If this
damage reduces the shield to 0 hit points, you take any
remaining damage. The shield has resistance against damage
dealt by spells.
You need to finish a short or long rest before you can use
this feature again.
Disruptive Mark
Starting at 6th level, you can disrupt the concentration of
spellcasters. On your turn, you can choose a creature you can
see within 30 feet of you and place a disruptive mark on it.
For the next minute, while the marked creature is within 30
feet of you, you gain the following benefits:
Whenever the creature casts a spell, it must first succeed
on a Constitution saving throw against your spell save DC
to maintain concentration. On a failed save, the casting is
disrupted, the spell fails, and the spellslots are wasted.
Whenever the creature starts its turn while concentrating
on a spell, it must make a Constitution saving throw
against your spell save DC to maintain concentration. On
a failed save, it loses concentration on the spell.
You can mark only one creature with your disruptive mark
at any given time.
You can use this feature a number of times equal to your
Charisma modifier (minimum of 1). You regain all expended
uses when you finish a long rest.

32
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Otherwordly Patrons Pact Boons
At 3rd level, the warlock gains the following additional choice
The Great Wurm of pact boon, if the DM allows it.
Expanded Spell List Pact of the Maw
The Wurm lets you choose from an expanded list of spells The pact with your patron transforms your esophagus into
when you learn a warlock spell. The following spells are the entrance to a demiplane, called the maw. When
added to the warlock spell list for you. swallowing an item or creature you can use a bonus action to
open the gateway to the maw. Anything you swallow while the
Wurm Expanded Spells entrance is open is transported to a sphere roughly 10 feet in
Spell Level Spells diameter. No matter what's inside the maw, your weight
1st bane, ray of sickness
doesn't increase. You can only place a creature or item inside
the maw if you are physically able to fit it in your mouth. You
2nd blindness/deafness, protection from poison do not take damage when swallowing something while the
3rd create food and water, stinking cloud
gateway to the maw is open.
Additionally, you can use an action to enlarge your mouth
4th grasping vine, vitriolic sphere to swallow something you otherwise couldn't. If the target is
5th contagion, insect plague an object, it can't be larger than 5 feet in all dimensions. If the
target is a creature, it has to be medium or smaller and you
have to make a melee spell attack against it. On a hit, the
Unnatural Resilience creature is transported to the maw.
Starting at 1st level, you gain a bonus action that you can use You must finish a short or long rest before you can use this
on each of your turns to gain temporary hit points equal to feature again.
your warlock level, replacing any temporary hit points you A creature inside the maw can make a Strength check
already have. against your spellcasting modifier at the start of each of its
Furthermore, you gain resistance to acid damage. turns to break free. If it succeeds, you regurgitate the
Spawn of the Wurm creature in an unoccupied space within 5 feet of you. You can
Starting at 6th level, when you hit a creature with a melee close the gateway to the maw as a free action.
weapon attack you can summon a leech to attach itself to the If an extradimensional space created by a bag of holding,
creature. The leech is a tiny beast with AC 6, l hit point, a 2 Heward's handy haversack, portable hole or similar item is
(-4) in every ability score, and a speed of 1 foot. While on the placed inside your maw, it destroys the item immediately and
target's skin, the leech can be killed by normal means or a gate to the Astral Plane is opened in your space. Any
scraped off using an action. A leech that dealt 24 points of creature within 10 feet of the gate is sucked through it to a
damage falls of the creature skin and dies, dealing no further random location on the Astral Plane. The gate then closes.
damage to the creature. The gate is one-way only and can't be reopened.
At the start of each of the creature's turns, the leech deals
1d4 points of piercing damage to it and you regain hit points
equal to the amount of piercing damage dealt. You can create
a number of leeches equal to your Charisma modifier. You
regain all uses of this ability after you finish a short or long
rest.
Insatiable
Starting at 10th level, whenever a creature within 10 feet of
you regains hit points through a spell or other magical effect,
you gain temporary hit points equal to halve the healing done.
You can only gain the benefits of this ability once per turn.
Furthermore, you are immune to any disease and poison
damage, as well as the poisoned condition.
Consume
At 14th level, you can make your insatiable hunger tangible
and absorb the life force of creatures around you. Each
creature within a 10-foot cube originating from you must
make a Constitution saving throw, taking 10d10 necrotic
damage on a failed save, or half as much damage on a
successful one. You regain hit points equal to half of the
damage dealt.

33
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Sound Weapons
Starting at 2nd level when you choose this school, you learn
how to control weapons with the vibrations of your magic.
Whenever you finish a long rest, you can touch one weapon
that you are proficient with and that has the light property.
The weapon becomes your Sound Weapon. You can also
transform a magic weapon into your sound weapon.
Using a bonus action, you can make your sound weapon
vibrate, letting it float in an unoccupied space within 5 feet of
you for 1 minute. When you animate your sound weapon in
this way, you can immediately make a melee spell attack
against a creature within 5 feet of the sound weapon. When
attacking with your sound weapon in this way, it deals
thunder damage instead of bludgeoning, piercing, or slashing
damage. Should the weapon have any additional effects, they
apply as if you would be wielding or attacking with it
normally. As a bonus action on your turn, you can move the
weapon up to 20 feet and repeat the attack against a creature
within 5 feet of it.
You can catch your sound weapon when it is within 5 feet
of you and stop the vibrations as a free action. If you fall
unconscious, your sound weapon drops on the ground in the
space it is floating in.
You can use this feature to let your sound weapon float
Arcane Traditions twice. You regain all expended uses when you finish a short
or long rest.
School of Sonomancy
While bards use enchanting melodies to cast their tantalizing Protective Vibration
spells, the wizards from the school of sonomancy look at Starting at 6th level, you can protect yourself from attacks by
sounds in a more scientific way. The sounds these wizards letting the air around you vibrate. When a creature hits you
create aren't meant to be beautiful to listen to, but practical. with a ranged weapon attack or ranged spell attack, you can
They use their arcane abilities to creating vibrating Sound use your reaction to block the attack from hitting you. When
Weapons, stop projectiles in mid air, or to cast their spells you do so, the damage you take from the attack is reduced by
without the need for vocal components. Mages of this school 1d10 + your wizard level.
are often found in battle and many of them are battle- Perfect Hearing
hardened veterans. Many foes of such wizards only hear a Starting at 10th level, you gain the ability to distinguish
faint hum before they realise that they've been stabbed by a sounds perfectly and your mastery of vibrations reaches new
vibrating dagger. heights. You can cast all your spells without requiring vocal
Channeling Sound components.
When you select this school at 2nd level, you gain proficiency Additionally, you gain advantage on all Wisdom
with one instrument of your choice and you can use that (Perception) checks that rely on hearing and you gain
instrument as a spellcasting focus. blindsight within 10 feet.
Furthermore, as you learn to preemptively shield yourself Additional Sound Weapon
against forceful sounds, you gain resistance to thunder Starting at 14th level, you can create an additional weapon
damage . and make it your Sound Weapon. Using your bonus action
you can make both sound weapons vibrate, as well as move
each of your Sound Weapons up to 20 feet and attack with
both individually.

34
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Arcane Weaver
Artificer Specialist Also at 3rd level, you gain the ability to infuse the string from
Weaver your weaver's gauntlets with arcane energy to create arcane
nets. Whenever you finish a long rest, you can produce 1
An Artificer who specializes as a Weaver employ threads to arcane net from your weaver's gauntlets. These nets function
control and capture their opponents. They use a magical as normal nets but have various other effects.
gauntlet that produces string and enhances nets with arcane You can store up to 6 arcane nets that you created in your
energy for devastating effects. weaver's gauntlet. By using an action to expend a spool
charge, you can shoot an arcane net stored in your gauntlet at
Tool Proficiency a target up to 30 feet away from you. A Large or smaller
When you adopt this specialization at 3rd level, you gain creature hit by the net is restraind until it is freed. The net
proficiency with weaver's tools. If you already have this does not restrain creatures that are formless, or creatures
proficiency, you gain proficiency with one other type of that are Huge or larger. However, they are still affected by the
artisan's tools of your choice. special effects of the arcane net. A creature can use its action
to make a Strength check against your spell save DC, freeing
Weaver Spells itself or another creature within its reach on a success.
Starting at 3rd level, you always have certain spells prepared Dealing slashing damage equal to 5 x your Intelligence
after you reach particular levels in this class, as shown in the modifier also frees a trapped creature without harming it,
Weaver Spells table. These spells count as artificer spells for ending the effect and destroying the net.
you, but they don’t count against the number of artificer spells Creating an arcane net requires you to have weaver's
you prepare. supplies on your person, and any net you create with this
Artificer Level Spells
feature lasts until it is used or until the end of your next long
rest, at which point it is turned back into a normal net.
3rd entangle, snare When you reach certain levels in this class, you can make
5th hold person, spider climb more arcane nets at the end of a long rest: two at 5th level
and three at 15th level.
9th glyph of warding. slow You can create additional arcane nets by expending a spell
13th fabricate, grasping vine slot of 1st level or higher for each one when crafting a net
with your weaver's gauntlets. When you create an arcane net,
17th hold monster, planar binding it has one special trait of your choice from the options
detailed in the Arcane Net table below.
Weaver's Gauntlets
At 3rd level, your tinkering lead you to create a of weaver's Arcane Nets Table
gauntlet, a magical gauntlet that produces magically Arcane
reinforced threads. Creating a weaver's gauntlet takes an Net Special Traits
hour of uninterrupted work, which can coincide with a short This net deals 1d4 piercing damage on a hit.
or long rest, and requires the use of weaver's tools and 30 gp Additionally, a creature restrained by this net
of materials. The gauntlet is specially designed for you, and is Barbed
takes 1d4 piercing damage each time it
ineffective when used by other creatures. You are proficient attempts to escape from it or makes an attack.
with the weaver's gauntlet.
Your weaver's gauntlet has a number of spool charges Disrupting Creatures restrained by this net are deafened.
equal to 3 + your Proficiency bonus. The charges replenish Enlarging This net can restrain creatures of huge size.
after you finish a long rest. Using 1 or more of these charges,
you can use different actions as listed below: Ethereal
This net can affect ethereal and formless
creatures.
Rope. Using an action, you can shoot a rope from your
weaver's gauntlet at a point you can see. The rope is up to 30 Flaming
Creatures restrained by this net take 1d4 fire
ft. per spool charge used long and sticks to any solid surface damage at the start of each of their turns.
it touches. After the rope is produced, it can be detached from This net has resistance against slashing
the weaver's gauntlet. Reinforced
damage.
The rope is flammable. Any 5-foot of string exposed to fire
burn away in 1 round. Shocking This net deals 2d4 lightning damage on a hit.
Whip. Using a bonus action, you can reate a piece of rope Umbral Creatures restrained by this net are blinded.
than can be used as a whip in an unoccupied hand. You are Creatures restrained by this net have
proficient with the whip you created in this way and the Weighted disadvantage on their Strength checks to
damage of the whip increases to 1d8 slashing damage. remove it.
Web. You can cast the web spell from your weaver's
gauntlet by spending 2 spool charges. Casting the spell in
this way does not require vocal or material components.

35
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Binding Thread Periapt of Poison Immunity
Starting at 5th level, whenever a creature restrained by one of Item: A pendant or amulet
your arcane nets or spells attempts to move out of the space While wearing this pendant, the creature has immunity to
they occupy by using a spell or an ability, it must first make a poison damage.
Wisdom saving throw. On a failure, the creatures movement Whip of Ensnaring
is interrupted and the spellslot or use of its ability is wasted. Prerequisite: 6th-level artificer
On a success, the creature is unaffected and can use its spell Item: a whip
or ability normally. This magic weapon grants a +1 bonus to attack and damage
Arcane Tapestry rolls made with it.
At 9th level, you learn how to combine different magic The weapon has 4 charges. When the wielder of this
threads to craft stronger arcane nets. Whenever you create weapon hits a Large or smaller creature with an attack roll,
an arcane net, you can now choose up to 2 special traits from they can expend 1 charge to ensnare their target. The
the arcane nets table. creature has succeed on a Strength saving throw against
When reaching 15th level, this increases to 3 special traits your spell save DC, or become restrained. The wielder can't
instead. attack with the whip as long as it is restraining a creature.
The creature can use their action to repeat their saving throw
Perfect Cocoon to break free from the whip.
At 15th level, you can cast forcecage without expending a The weapon regains 1d4 charges daily at dawn.
spell slot, without preparing the spell, and without providing
the material component, provided you use weaver's tools as
the spellcasting focus. The cube the spell creates appears as
a cocoon made out of translucent webbing. Once you cast the
spell with this feature, you can't cast that spell with it again
until you finish a long rest.
Artificer Infusions
At 2nd level, an artificer gainst the Artificer Infusions feature.
When an artificer gains this feature, the following additional
infusions are available to them.
The description of each of the following infusions details
the type of item that can receive it, along with whether the
resulting magic item requires attunement.
Some infusions specify a minimum artificer level. You can't
learn such an infusion until you are at least that level.
Unless an infusion's description says otherwise, you can't
learn an infusion more than once.
Floating Weapon
Prerequisite: 10th-level
Item: Any simple melee weapon (requires attunement)
By using a bonus action to speak a command word, the
weapon starts to float in the air in an unoccupied space
within 5 feet of the wielder.
As a bonus action on the wielders turn, they can
move the weapon up to 20 feet and make a melee
spell attack against a creature within 5 feet of
the weapon using your spell-attack modifier.
On a hit, the weapon deals damage equal to the
weapons damage die + your Intelligence
modifier.
The weapon can return to the wielders hand
by using a bonus action while the weapon is within
5 feet of them.

36
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

You might also like