# Einthras
Once again, my wife is a creative genius. She asked if there were any bug people, and other than Thri-kreen and my Homebrew Spelljammer races there really aren't any intelligent races. So I created a Planet in my Spelljammer setting made up of these groundling races of bug people.
## Common Races
These races make up the vast majority of inhabitants in this world the same way Dwarves, Elves, and Humans do. I will use those races as examples for ratios in Einthras.
### Chiptera
Filthy little Fly people, the Chiptera are comparable to Goblinoids on a typical planet. They live alone usually but tend to group up with a food source. They walk on their two back legs and have lost their middle limbs
***Ability Score Improvement.*** Your Dexterity score increases by 2, and your Constitution score increase by 1.
***Age.*** Chiptera reproduce quickly and don't live very long. They reach adulthood after 1 year and can live to around 50 years but rarely do.
***Alignment.*** Chiptera just live to eat and reproduce so they tend to be chaotic.
***Size.*** Chiptera are 3 to 4 feet tall and weigh 30 to 50 pounds. Your size is Small.
***Speed.*** Your base walking speed is 25 feet.
***Flight.*** You have a flying speed of 50 feet. To use this speed, you can’t be wearing medium or heavy armor.
***Digestion.*** You know the *Acid Splach* cantrip. Constitution is your spellcasting ability for it.
***Languages.*** You can speak, read, and write Einthran and Chipteran.
### Goleo
With brutish power and numbers they are comparable to Dwarves. These beetle people are less oriented toward creation than Dwarves but most have the same heart as the average Dwarf. They walk on their two back legs and their middle limbs have become almost completely vestigial.
***Ability Score Improvement.*** Your Consitution score increases by 1.
***Age.*** Goleo age slowly, reaching maturity around 50 and can live to around 400 years old.
***Alignment.*** Goleo are a very diverse race and don't specifically tend toward one alignment.
***Size.*** Goleo are very different in appearance depending and where they are native to. They range from 5 feet to 8 feet tall and propotionally can be 150 pounds to 340 pounds. Your size is Medium.
***Speed.*** Your base walking speed is 30 feet.
***Natural Armor.*** You have tough, chitinous skin. When you aren't wearing armor, your AC is 13 + your Constitution 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.
***Languages.*** You can speak, read, and write Einthran and Goleo.
***Subrace.*** There are three main subraces of Goleo on Einthras: Bucan, Relo, and Shrysom. Choose one of these subraces.
#### Bucan
The Bucan are soldiers and gladiators or anything that lets them battle. They take pride in their horn's toughness and point out where they have had to reattach them after breaking them.
***Ability Score Improvement.*** Your Strength score increases by 2.
***Horn Attack.*** Your horn is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal Bludgeoning damage equal to 1d6 + your Strength modifier, instead of the damage normal for an unarmed strike.
***Throw.*** As a bonus action, after you hit a creature with your horn you can force them to make a Strength saving throw DC 8 + your proficiency bonus + you Strength modifier. On a failed save they are knocked prone.
***Natural Athelete.*** You have proficiency in the Athletics skill.
#### Relo
More of a defensive folk, the Relo secrete toxins to repel enemies. You can usually tell if they are a Relo by their bright colors, so they tend to cover that up or disuise it somehow.
***Ability Score Improvement.*** Your Dexterity score increases by 2.
***Toxic Touch.*** As an action, you can attempt to touch a creature within 5 feet. On a hit, the creature must make a Consitution saving throw DC 8 + your proficiency bonus + you Constitution modifier. On a failed save they are poisoned for one minute, and you can't use this trait again until you finish a short or long rest.
***Sticky Claws.*** You have proficiency in the Sleight of Hand skill.
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#### Shrysom
The Shrysom tend to be the smaller, more visually subdued Goleo, but despite that they are the true face of their people. Many are bard, diplomats, and shop keepers of their cities.
***Ability Score Improvement.*** Your Charisma score increases by 2.
***Silver... Mandibles?*** You know the *Friends* cantrip. Charisma is your spellcasting ability for it. Additionally, you have proficiency in the Persuasion skill.
### Gratt
The Gratt are very similar to elves, in numbers and personality. The cockroach like Gratt see themselves as higher being that can survive through almost anything. A Gratt that is found dead when younger than 600 is no longer considered a member of their race. Gratt walk on their back legs and have lost there middle limbs, their wings are also vestigial.
***Ability Score Improvement.*** Your Constitution score increases by 2, and your Charisma score increase by 1.
***Age.*** Gratt age extremely slowly, reaching adulthood at 75 and they can live to be 800 years old.
***Alignment.*** Gratt live for their pleasure, lending them to be very chaotic.
***Size.*** Gratt range from 5 to 6 feet tall and weigh 150 to 200 pounds. Your size is Medium.
***Speed.*** Your base walking speed is 30 feet.
***Hold Breath.*** You can hold your breath for up to 30 minutes at a time.
***Survival Instinct.*** You have proficiency in the Survival skill.
***Unkillable.*** When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
***Hardy.*** You have advantage on saving throws against poison, and you have resistance against poison damage.
***Languages.*** You can speak, read, and write Einthran and Gratt.
### Kothr
Tribal desert nomads, Kothr often attack shipping caravans. They are treated the way Orcs are on other worlds. These Scorpion folk can be found in the occasional desert bizarre selling their wares.
Kothr are similar to a centaur, walking on it's four back legs and have two legs that become almost completely vestigial.
***Ability Score Improvement.*** Your Constitution score increases by 2, and your Strength score increase by 1.
***Age.*** Kothr are considered an adult at 15, and can live to be 125 years old.
***Alignment.*** Being nomadic conqueres, Kothr are almost always evil.
***Size.*** Kothr are 6 to 7 feet tall and weigh over 250 pounds. Your size is Medium.
***Speed.*** Your base walking speed is 30 feet.
***Tail Stinger.*** Your pointed tail 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, instead of the bludgeoning damage normal for an unarmed strike.
***Claws.*** As an action, you can force a large or smaller creature to make a Dexterity saving throw of DC 8 + your your prociency bonus + you Strength modifier. On a failed save they are restrained.
***Natural Armor.*** You have tough, chitinous skin. When you aren't wearing armor, your AC is 13 + your Constitution 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.
***Languages.*** You can speak, read, and write Einthras and Kothr.
### Tormice
The largest race on Einthras, Tormice are a society ant people that dominate others. They are as prevalent as humans, being native to nearly every location on the planet. Tormice walk on their back legs and have completely lost their middle limbs.
***Ability Score Improvement.*** Your Strength score increases by 2.
***Age.*** Tormice mature at the same rate as humans.
***Alignment.*** Tormice live in a matriarchal society making most lean toward Lawful.
***Size.*** Tormice are 2 and a half feet tall and weigh 30 to 40 pounds. Your size is Small.
***Speed.*** Your base walking speed is 25 feet.
***Powerful Build.*** You count as two sizes larger when determining your carrying capacity and the weight you can push, drag, or lift.
***Bite.*** You produce venom in your mandibles, which you can use to make unarmed strikes. If you hit with it, you deal 1d4 poison damage, instead of the bludgeoning damage normal for an unarmed strike.
***Powerful.*** Tormice do not have disadvatage with heavy weapons.
***Languages.*** You can speak, read, and write Einthran and Tormice.
***Subrace.*** There are two main subraces of Tormice on Einthras: Meir and Vamrah. Choose one of these subraces.
#### Meir
The royal blood of the Tormice. All Meir are born female and are the ruling class. There may only be one are two families per city but they hold nearly all power over it.
***Ability Score Improvement.*** Your Charisma score increases by 1.
***Flight.*** You have a flying speed of 50 feet. To use this speed, you can’t be wearing medium or heavy armor.
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#### Vamrah
The Vamrah make up the rest of Tormice society and are highly skilled in their trade. It is rare to find a lazy Vamrah lying in the street.
***Ability Score Improvement.*** Your Constitution score increases by 1.
***Survival Instinct.*** You have proficiency in the Survival skill.
***Worker.*** You have proficiency in a tool of your choice.
***Pack Tactics.*** You have advantage on a melee attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
### Tutu
The same way Stout Haflings are related to Dwarves, Tutu are related to Goleo. Tutu are a smaller relative to the Goleo with a red elytra with black dots but their wings do work still. The Tutu are primarily hermits out in nature. Tutu walk on their back legs and the middle limbs have become almost completely vestigial.
***Ability Score Improvement.*** Your Constitution score increases by 2, and your Wisdom score increase by 1.
***Age.*** Tutu age slowly, reaching maturity around 50 and can live to around 400 years old.
***Alignment.*** Tutu do not like to get involved in outer conflict due to their nuetral nature.
***Size.*** Tutu are very small compared to their cousins. They are around 3 to 4 feet tall and weigh about 40 to 80 pounds. Your size is Small.
***Speed.*** Your base walking speed is 25 feet.
***Flight.*** You have a flying speed of 50 feet. To use this speed, you can’t be wearing medium or heavy armor.
***Naturalist.*** You have proficiency in the Nature skill.
***Herbalist.*** You know the *Druid Craft* cantrip.
***Languages.*** You can speak, read, and write Einthran and Goleo.
## Uncommon Races
These races fill in the cracks between other races the same way Aasimar, Dragonborn, Lizardfolk, and Tieflings do. Some of these folk don't have their own homeland and some were forced out of their home.
### Dirsh
The Grasshoppers that bounce through Einthras. It is rare to to find multiple adult Dirsh together. At most you will find a parent and their children living together. Dirsh walk on their two back legs and no longer have there middle two limbs.
***Ability Score Improvement.*** Your Dexterity score increases by 2, and your Constitution score increase by 1.
***Age.*** Dirsh reach adulthood at 16 and can live to be 80 years old.
***Alignment.*** Dirsh avoid conflict causing them to be neutral.
***Size.*** Dirsh are aroung 6 feet tall and weigh around 200 pounds. Your size is Medium.
***Speed.*** Your base walking speed is 30 feet.
***Standing Leap.*** Your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start.
***Sneaky.*** You have proficiency in the Stealth skill.
***Musician.*** You have proficiency in a musical instrument of your choice.
***Languages.*** You can speak, read, and write Einthran and Dirsh.
### Enth
Long ago, the Enth were a powerful bee like kingdom on par with the Tormice, but at some point it fell and the reason has been lost to time. Now they live as farmers for most Tormice kingdoms. Enth walk on their back two legs and no longer have their middle limbs.
***Ability Score Improvement.*** Your Wisdom score increases by 2, and your Intelligence score increase by 1.
***Age.*** Enth reach maturity at 15 and live up to 80 years old.
***Alignment.*** Enth used to live in a matriarchal society making most lean toward Lawful.
***Size.*** Tormice are 2 to 3 feet tall and weigh 20 to 30 pounds. Your size is Small.
***Speed.*** Your base walking speed is 25 feet.
***Flight.*** You have a flying speed of 50 feet. To use this speed, you can’t be wearing medium or heavy armor.
***Stinger.*** Your horn is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal 2d6 Poison damage, instead of the damage normal for an unarmed strike. On a hit you take 1d6 damage.
***Languages.*** You can speak, read, and write Einthran and Tormice.
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### Fizpa/Phym
Fizpa are a black hornet like people with a few yellow stripes on their body. Phym are yellow wasp people with black stripes and spots. The reason to make a distinction between the two is due to their wars spanning many generations. The Fizpa and Phym are otherwise identical, walking on their back two legs and no longer having their middle limbs.
***Ability Score Improvement.*** Your Dexterity score increases by 2, and your Wisdom score increase by 1.
***Age.*** Fizpa and Phym become mature at 20 and can live to be 90 years old.
***Alignment.*** Fizpa are a more chaotic tribal group that just want to conquer. Phym are an lawful society that just want to crush the Fizpa.
***Size.*** Fizpa and Phym are 5 to 5 and a half feet tall and weigh 120 pounds. Your size is Medium.
***Speed.*** Your base walking speed is 30 feet.
***Flight.*** You have a flying speed of 50 feet. To use this speed, you can’t be wearing medium or heavy armor.
***Stinger.*** Your tail stinger is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal 1d6 Poison damage, instead of the damage normal for an unarmed strike.
***Languages.*** You can speak, read, and write Einthran and Tormice.
### Ghasian
The Ghasian are tall, thin stick bugs. Most Ghasian settlements could be walked through without anyone noticing. Ghasian resemble their earth counterpart the most of any Einthras natives, they walk on their two back legs and maintain their four other limbs as arms.
***Ability Score Improvement.*** Your Dexterity score increases by 2, and your Wisdom score increase by 1.
***Age.*** Ghasian become mature at 15 and live to be 150 years old.
***Alignment.*** Ghasian prefer to step aside and allow the world to move around them making them neutral creatures.
***Size.*** Ghasian are 6 to 7 feet tall and weigh 150 to 200 pounds. Your size is Medium.
***Speed.*** Your base walking speed is 30 feet.
***Mask of the Wild.*** You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
***Sneaky.*** You have proficiency in the Stealth skill.
***Regenerator.*** If you are below half your hit point maximum at the start of your turn, you regain 1 hit point. Additionally, if you lose a limb it will grow back naturally after a month.
***Gangly.*** Due to your thin arms you cannot wield standard weapons normally, normal weapons require two hands and heavy weapons require four hands. Without the correct number of hands wielding the weapon they have disadvantage on the attack.
***Languages.*** You can speak, read, and write Einthran and Sylvan.
### Nilar
Despite being some of the most physically intimidating natives, the tarantula like Nilar are very unconfrontational. Nilar often adventure to look for something to live for, especially males. Nilar are similar to a centaur, walking on it's four back legs and have two legs that become almost completely vestigial.
***Ability Score Improvement.*** Your Strength score increases by 2, and your Constitution score increase by 1.
***Age.*** Nilar age differently based on gender. Nilar who are born male become mature at 14 and can live to be 50 years old. Nilar that are born female become mature at 20 and can live to be 160 years old.
***Alignment.*** Nilar usually live alone and do not have a strong culture of their own so do not tend towards any specific alignment.
***Size.*** Nilar are between 6 and 8 feet tall and weigh between 230 and 340 pounds. Your size is Medium.
***Speed.*** Your base walking speed is 30 feet.
***Powerful Build.*** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
***Bite.*** Your fanged mandibles are 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, instead of the bludgeoning damage normal for an unarmed strike.
***Hungry Fangs.*** In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest.
***Urticating Hairs.*** Usually only used defensively, Nilar can fling a clump of their urticaring hairs from their abdomen to stun a creature. You can make a ranged attack against a creature within 30 feet, on a hit the creature takes 1 point of peircing damage and must make a Consitution saving throw DC 8 + your proficiency bonus + you Strength modifier. On a failed save the creature is stunned for one round. Once you use this ability you cannot use it again for a week once your hairs grow back.
***Languages.*** You can speak, read, and write Einthran and Kothr.
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### Sete
The Sete are a religous group that split from their cousins the Thupal. They give up most, if not all of their colors to become moth people and follow their god named Tuex. Not much else is known about their religion as they try to keep it secret. Sete walk on their back legs and the middle limbs have become almost completely vestigial. With your DMs premission you can change your race from Thupal to Sete if the change makes sense.
***Ability Score Improvement.*** Your Charisma score increases by 2, and your Constitution score increase by 1.
***Age.*** Sete mature at the same rate as humans.
***Alignment.*** It is very unclear where their intensions lie. Some seem to help their communities while others seem to work against their neighbors.
***Size.*** Sete are 3 to 4 feet tall and weigh 25 to 35 pounds. Your size is Small.
***Speed.*** Your base walking speed is 25 feet.
***Flight.*** You have a flying speed of 50 feet. To use this speed, you can’t be wearing medium or heavy armor.
***Light Bearer.*** You know the *Produce Flame* cantrip. Charisma is your spellcasting ability for it.
***Languages.*** You can speak, read, and write Einthran and Sylvan.
### Sheed
Now before you say anything, I know roly poly aren't bugs, but they are close enough. Sheed are a kind cave dwelling folk that just like to help lost travelers find there way. Sheed walk on their back three pairs of legs, the next pair help them keep their balence, the next pair are used as their arms, and the final two pair are mostly vestigial.
***Ability Score Improvement.*** Your Constitution score increases by 2, and your Wisdom score increase by 1.
***Age.*** Sheed become mature at 20 and can live to be 200 years old.
***Alignment.*** Sheed wish for the best for everyone because of their good nature.
***Size.*** Sheed are 5 feet tall and weigh around 150 pounds. Your size is Medium.
***Speed.*** Your base walking speed is 30 feet.
***Darkvision.*** Your cave dwelling lifestyle you can see very well in the dark. You can see in dim light within 120 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.
***Sunlight Sensitivity.*** While in sunlight, you have disadvantage on attack rolls, as well as on Perception checks that rely on sight.
***Natural Armor.*** Due to your plates and the shape of your body, you are ill-suited to wearing armor. Your plates provide ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.
***Curl Defense.*** You curl into a ball as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.
***Burrowing.*** You know the *Mold Earth* cantrip.
***Naturalist.*** You have proficiency in the Nature skill.
***Water Dependency.*** You breath through specized gills meaning if you fail to spend at least 1 hour during a day in a moist space such as a cave, bath house, or under a rock, you suffer 1 level of exhaustion at the end of that day. You can recover from this exhaustion only through magic or by immersing yourself in water for at least 1 hour.
***Languages.*** You can speak, read, and write Einthran and Aquan.
### Stalyo
The Stalyo are stink bug folk and tend to not be welcome in many places due to this. Despite this, they are a very friendly race. Stalyo walk on their back legs and have lost there middle limbs.
***Ability Score Improvement.*** Your Dexterity score increases by 2, and your Wisdom score increase by 1.
***Age.*** Stalyo mature at the same rate as humans.
***Alignment.*** Stalyo just really do whatever they like and take care of themselves making them more often than not neutral.
***Size.*** Stalyo are 5 feet tall and weigh around 150 pounds. Your size is Medium.
***Speed.*** Your base walking speed is 30 feet.
***Pungence.*** You know the *Poison Spray* cantrip. When you reach 5th level, you can cast the *Stinking Cloud* once with this trait and regain the ability to do so when you finish a long rest. Consititution is your spellcasting ability for these spells.
***Languages.*** You can speak, read, and write Einthran and Stalyo.
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### Thupal
Thupal cities might as well be giant night clubs with how they are run. These butterfly folk party all day non-stop. Thupal walk on their back legs and the middle limbs have become almost completely vestigial.
***Ability Score Improvement.*** Your Charisma score increases by 2, and your Dexterity score increase by 1.
***Age.*** Thupal mature at the same rate as humans.
***Alignment.*** Thupal live for the moment and don't care about consequences making most chaotic.
***Size.*** Thupal are 3 to 4 feet tall and weigh 25 to 35 pounds. Your size is Small.
***Speed.*** Your base walking speed is 25 feet.
***Flight.*** You have a flying speed of 50 feet. To use this speed, you can’t be wearing medium or heavy armor.
***Natural Illusionist.*** You know the *Minor Illusion* cantrip. When you reach 3rd level, you can cast the *Color Spray* spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
***Languages.*** You can speak, read, and write Einthran and Sylvan.
### Zix
Zix are normally exiled to the wilderness due to the diseases they tend to carry. Zix are small round and flat tick people and are the rarest natives on Einthras. They walk on their two back legs and the middle two pair are almost completely vestigial.
***Ability Score Improvement.*** Your Dexterity score increases by 2, and your Constitution score increase by 1.
***Age.*** Zix become mature at 30 and can live to be 500 years old.
***Alignment.***
***Size.*** Zix are 2 to 3 feet tall and weigh 20 to 30 pounds when fasting. Your size is Small.
***Speed.*** Your base walking speed is 25 feet and your base climbing speed is 25 feet.
***Hungry Capitulum.*** In battle, you can throw yourself into a vicious feeding frenzy. As an action, you can make a special melee attack that you are proficient with. If the attack hits, it deal 1d6 piercing damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest.
***Carrier.*** When you hit a creature with your Hurgry Capitulum, the creature must make a Consitution saving throw DC 8 + your proficiency bonus + you Consitution modifier. On a failed save, the creature becomes
poisoned for 24 hours.
***Survival Instinct.*** You have proficiency in the Survival skill.
***Languages.*** You can speak, read, and write
Einthran and Kothr.