Henicopi, D&D 5E Race

This is the page for the Dungeons and Dragons 5th Edition homebrew Race, Henicopi.

NOTE: This page is IN DEVELOPMENT. Use of this content may result in a character that is not properly balanced for your campaign or have traits that do not work as expected. You may use this race for testing it or for just fun (with your DM's approval).

NOTE 2: Any testing results ARE NOT to be included on the page (you may use the Comment Section to do so, or via the Discord chat). Do not make edits to the page if you are not part of the race's development team.

## Henicopi

### Physical Description

Henicopi are a race with extremely varied physical appearances. They typically appear like large bugs and can use their front legs like hands. Depending on their exoskeleton, an individual may be able to rear up the front portion of their body to increase the height at which they can interact and use items. They may naturally have that orientation, as Ant-style Henicopi often do.

The most common type of Henicopi look similar to giant ants. Others may share strong similarities with various beetles, spiders, and other bugs. Others may share biological traits with any of these others yet appear like large bone structures of unusual design.

An individual's carapace can be of various colors, usually some mix of white, brown, black, or red. Some rare Henicopi have a carapace that is mostly transparent.

Some Henicopi have organs that are not located in the same place of their body as in other species. This can produce unexpected challenges in medical situations, which is made the more difficult when attempting to treat or being treated by a member of another species.

As a Henicopi ages, they will go through phases of molting and grow a new carapace.

### Society

Most Henicopi live in a monarchy with a ruling queen (this is distinctly **not** of the hive-queen variety found in ant colonies or beehives). This will usually be a female Henicopi but could be a female of another race such as a Selkspitche Denizen.

As in other cultures, some Henicopi choose to form and join cults.

???

## Henicopi Traits

**Suggested Ability Score Increase**: Found as part of each Subrace option.

* **Size**: You are a Medium creature.
* **Creature Type**: You are a Beast.
* **Age**: ???
* **Speed**: Your Speed is 30 ft. and you have a Climb speed equal to your walking speed. You have Spider Climb.
* **Vision**: You have normal vision.
* **Languages**: You know and can speak Common (aka: Hoomsh) and (Henicopian? or another appropriate language of your choice).

**Bug Body**: You may have difficulty finding clothing or armor designed for your particular body shape while among other cultures. You might hire a blacksmith, leather-crafter, or weaver to modify something to fit you or do so yourself if you have the appropriate training and materials.

**Multi-limbed**: While you may not have arms, you can use your front two legs with equal dexterity and grip as if you had hands.

* Henicopi have two, three, or four pairs of limbs. Determine how many limbs you have during character creation (you might roll a d6, with a 1 or 2 giving two pairs, a 3 or 4 giving three pairs, and a 5 or 6 giving four pairs).
* Only your front pair of limbs may be used as arms/hands. While your front limbs are equipped with footgear, you cannot use them as hands.
* You can treat all limbs as legs/feet, equipping a pair of footgear to each matching pair of limbs. Doing so grants the benefits of each equipped pair.

### **Body Type** (Subrace)

(SUBRACE IN TAB FORMAT, which is the better layout?)

* Beetle
* Ant
* Spider
* Butterfly
* Bee

**Description**: You have useful defensive, offensive, and helpful traits making you a well-rounded traveler.

**Suggested Ability Score Increase**: +2 Strength, +1 Constitution

* **Hard Shell**: When you aren't wearing armor, your base AC is 13 + 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.

* **Acid Shot**: As a Reaction when you are hit by a weapon attack and the attacking creature is within 15 ft., you can produce a chemical and hurl it at the attacker. Make a Weapon Attack, +10 ft. range, single target against the triggering creature. On a hit, deal 2d4 Acid damage and that creature is either Blinded or Frightened (your choice) until the end of their next turn. You can use this trait a number of times equal to your Proficiency Bonus and regain all uses after a Short Rest.

* **Natural Glow**: You have bio-luminescent chemicals, enabling you to use a Bonus Action to cause a part of yourself to glow, providing Bright Light out to 20 ft. and Dim Light for an additional 20 ft. for up to 1 hour. You can end it early as a Free Action. Once you have used this trait to produce light for a cumulative 1 hour, you can't use it again until you finish a Short Rest.

**Description**: Your hardened carapace and natural senses make you a traveler that is challenging to harm or avoid.

**Suggested Ability Score Increase**: +2 Dexterity, +1 Wisdom

* **Armored Escape**: Opportunity attacks have Disadvantage against you.

* **Bug Sight**: You have Darkvision out to 50 ft.

* **Bug Smell**: You have smell-based Blindsight out to 30 ft. You have Advantage when making Perception checks using smell.

**Description**: Sharing many traits with spiders, you can make use of your webs in various ways.

**Suggested Ability Score Increase**: +1 Intelligence, +2 Charisma

* **Spider Senses**: You have Tremorsense out to 50 ft. This range increases to 100 ft. along a web structure that you are touching; while touching a web your Tremorsense cannot sense anything beyond the web.

* **Spider Walk**: You can walk along most webs without difficulty. (The DM may overrule this when attempting to cross webbing made by other creatures.)

* **Spider spells**: You gain natural magics at certain levels.
	+ At 1st level, you can cast the Web spell with this trait, without a verbal component.
	+ Starting at 3rd level, you can cast the Ensnaring Strike spell with this trait, producing webs rather than thorny vines and dealing Slashing damage rather than Piercing.
		- Once you cast Web or Ensnaring Strike with this trait, you can't cast that spell with it again until you finish a Long Rest.
	+ Starting at 5th level, you can cast these spells using this trait once per Short Rest rather than once per Long Rest.
	+ You can also cast these spells using any spell slots you have of the appropriate level.
		- Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

* **Spider Rope**: At the end of a Long Rest, you may produce 20 ft. of Silk Rope and may use it to extend the length of any Silk Rope you have previously produced.

**Description**: Similar to smaller butterflies, your large wings provide useful abilities.

**Suggested Ability Score Increase**: +2 Charisma +1 Wisdom

* **Flight**: You have a flying speed of 30 ft.
* **Fanciful Wings**: When you pick this subrace, decide how your wings are stylized.
	+ If they are of a frightening or startling appearance, you have Advantage on Intimidation checks you make when you incorporate your wings in the process.
	+ If they are of a comforting or pleasing appearance, you have Advantage on Persuasion checks you make when you incorporate your wings in the process.
* **Powderpuff**: As a Bonus Action, you can flap your wings to produce a cloud of obscuring scale dust that lasts for one minute; a Gust of Wind spell or similar effect disperses it early. The cloud is a 10 ft. sphere centered on where you are at the time you use this trait. The cloud provides 1/2 cover (+2 AC) to each creature that the cloud fully obscures from an attacking creature.
	+ You can use this trait a number of times equal to your Proficiency Bonus, regaining all uses after a Long Rest.
* **Bug Hearing**: You have sound-based Blindsight out to 30 ft. You have Advantage when making Perception checks using hearing.

**Description**: Similar to smaller bees, you have a powerful stinger and energetic flight.

**Suggested Ability Score Increase**: +2 Dexterity +1 Intelligence

* **Flight**: You have a flying speed equal to your walking speed +5 ft. (Note: If your walking speed is reduced to 0 ft., your flying speed is also 0 ft.)
* **Stinger**: You have a stinger that you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Constitution modifier Poison damage and 2 Piercing damage, instead of the bludgeoning damage normal for an unarmed strike. If you spend an hour focusing on collecting poison from your stinger, you can gather enough to have a Vial of Poison.
* **Energetic Burst**: As a Bonus Action, you energize yourself with vigor. For the next minute, your Speeds are doubled, your AC gets a +2 bonus, and attacks and skills using Dexterity get a +2 bonus. You must finish a Long Rest before you can use this trait again.
	+ (Option in development: You can use this trait again before completing a Long Rest and gain a level of Exhaustion when you use this trait.)
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

(SUBRACE IN LIST FORMAT, which is the better layout?)

* Beetle
	+ **Suggested Ability Score Increase:** +2 Strength +1 Constitution
	+ **Hard Shell**. When you aren't wearing armor, your base AC is 13 + 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.
	+ **Acid Shot**: As a Reaction when you are hit by a weapon attack and the attacking creature is within 15 ft., you can produce a chemical and hurl it at the attacker. Make a Weapon Attack, +10 ft. range, single target against the triggering creature. On a hit, deal 2d4 Acid damage and that creature is either Blinded or Frightened (your choice) until the end of their next turn. You can use this trait a number of times equal to your Proficiency Bonus and regain all uses after a Short Rest.
	+ **Natural Glow**: You have bio-luminescent chemicals, enabling you to use a Bonus Action to cause a part of yourself to glow, providing Bright Light out to 20 ft. and Dim Light for an additional 20 ft. for up to 1 hour. You can end it early as a Free Action. Once you have used this trait to produce light for a cumulative 1 hour, you can't use it again until you finish a Short Rest.
* Ant
	+ **Suggested Ability Score Increase:** +2 Dexterity +1 Wisdom
	+ **Armored Escape**: Opportunity attacks have Disadvantage against you.
	+ **Bug Sight**: You have Darkvision out to 50 ft.
	+ **Bug Smell**: You have smell-based Blindsight out to 30 ft. You have Advantage when making Perception checks using smell.
* Spider
	+ **Suggested Ability Score Increase:** +2 Charisma +1 Intelligence
	+ **Tremorsense**: You have Tremorsense out to 50 ft. This range increases to 100 ft. along a web structure that you are touching; while touching a web your Tremorsense cannot sense anything beyond the web.
	+ **Spider spells**: You gain natural magics at certain levels.
		- At 1st level, you can cast the Web spell with this trait, without a verbal component.
		- Starting at 3rd level, you can cast the Ensnaring Strike spell with this trait, producing webs rather than thorny vines and dealing Slashing damage rather than Piercing.
			* Once you cast Web or Ensnaring Strike with this trait, you can't cast that spell with it again until you finish a Long Rest.
		- Starting at 5th level, you can cast these spells using this trait once per Short Rest rather than once per Long Rest.
		- You can also cast these spells using any spell slots you have of the appropriate level.
			* Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
	+ **Spider Rope**: At the end of a Long Rest, you may produce 20 ft. of Silk Rope and may use it to extend the length of any Silk Rope you have previously produced.
* Butterfly
	+ **Suggested Ability Score Increase:** +2 Charisma +1 Wisdom
	+ **Flight**: You have a flying speed of 30 ft.
	+ **Fanciful Wings**: When you pick this subrace, decide how your wings are stylized.
		- If they are of a frightening or startling appearance, you have Advantage on Intimidation checks you make when you incorporate your wings in the process.
		- If they are of a comforting or pleasing appearance, you have Advantage on Persuasion checks you make when you incorporate your wings in the process.
	+ **Powderpuff**: As a Bonus Action, you can flap your wings to produce a cloud of obscuring scale dust that lasts for one minute; a Gust of Wind spell or similar effect disperses it early. The cloud is a 10 ft. sphere centered on where you are at the time you use this trait. The cloud provides 1/2 cover (+2 AC) to each creature that the cloud fully obscures from an attacking creature.
		- You can use this trait a number of times equal to your Proficiency Bonus, regaining all uses after a Long Rest.
	+ **Bug Hearing**: You have sound-based Blindsight out to 30 ft. You have Advantage when making Perception checks using hearing.
* Bee
	+ **Suggested Ability Score Increase:** +2 Dexterity +1 Intelligence
	+ **Flight**: You have a flying speed equal to your walking speed +5 ft. (Note: If your walking speed is reduced to 0 ft., your flying speed is also 0 ft.)
	+ **Stinger**: You have a stinger that you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Constitution modifier Poison damage and 2 Piercing damage, instead of the bludgeoning damage normal for an unarmed strike. If you spend an hour focusing on collecting poison from your stinger, you can gather enough to have a Vial of Poison.
	+ **Energetic Burst**: As a Bonus Action, you energize yourself with vigor. For the next minute, your Speeds are doubled, your AC gets a +2 bonus, and attacks and skills using Dexterity get a +2 bonus. You must finish a Long Rest before you can use this trait again.
		- (Option in development: You can use this trait again before completing a Long Rest and gain a level of Exhaustion when you use this trait.)