Beetlefolk Traits
Your Beetlefolk character has certain traits in common with all other Beetlefolk.
Ability Score Increase: Your Constitution score increases by 1.
Age: Beetlefolk reach adulthood at age 10 and live to be around 50.
Alignment: Most Beetlefolk are chaotic good. With such a high focus on freedom and personal choice, nearly every Beetlefolk favors chaos. Their compassionate and kind disposition also leads to many being good. Their sense of sympathy and care for others stops their chaos from being harmful, but more adventurous.
Multiple Arms: You have four arms. The top, primary pair are normal, but your bottom, secondary pair are smaller and weaker than your primary pair, causing certain tasks to either be too difficult or get in the way of the primary pair. Upon hitting an unarmed strike you can add 1d4 piercing damage to the attack. Your secondary pair of arms can not use shields, can only attack with unarmed strikes, can not grapple or shove creatures, and can only push, drag, or lift half your normal amount. You can also interact with an object or feature of the environment, during either your move or your action, for free, one additional time, as long as one is performed using your secondary pair of arms.
Unusual Shape: You have strange features for a humanoid and this means that standard armor will not fit you and has to be crafted specifically for you body. This cost is two times the equivalent armor made for a normal humanoid. Any armor from your starting equipment is assumed to already be fitted to your body and does not have an increased price.
Creepy Crawly: Because of your claws and special hairs on your limbs, you have a climb speed of 25 feet. Your claws mainly aid in climbing but can be useful in some combat situations. If you hit with an unarmed strike using your claws, you deal slashing damage instead of the bludgeoning damage normal for an unarmed strike.
Hybrid Nature: You have two creature types: humanoid and monstrosity. You can be affected by a game effect if it works on either of your creature types.
Languages: You can speak, read, and write Common and one extra language of your choice. Beetlefolk encounter many other races as they explore the world and learn their languages to better expand their adventuring options.
Subrace: There are three main subraces of Beetlefolk: Ladies, Divers, and Rhinos. Many more exist, but these three are the most abundant. Choose one of these subraces.
Lady
Ladies are more free spirited and jovial than other Beetlefolk, due to the freedom of flight, and wherever they travel, good fortune seems to follow. They are the smallest of the main subraces, but are pretty hardy for their size.
Ability Score Increase: Your Wisdom score increases by 2.
Size: Ladies are about 4 feet tall and average around 75 pounds. Your size is small.
Speed: Your base walking speed is 25 feet.
Flight: You have a flying speed of 30 feet. To use this speed, you can't be wearing medium or heavy armor. You can't fly while wearing armor unless it is made to accomodate your elytra and wings, allowing them to extend out.
Lady Luck: You know the Guidance cantrip. Wisdom is your spellcasting ability for it.
Diver
Divers tend to be more quiet and reserved than other Beetlefolk, but are more fierce attackers. Divers have very smooth, streamlined bodies and wider, flatter limbs that allow them to glide through water with ease. They also have a couple small suction cups on their palms to help grip prey or slippery surfaces while underwater.
Ability Score Increase: Your Dexterity score increases by 2.
Size: Divers are about 5 feet and average around 100 pounds. Your size is medium.
Speed: Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.
Diving Expert: Divers mainly eat fish and other aquatic life, diving deep to hunt their prey, not letting them escape. While underwater, if you aren't wearing medium or heavy armor, you can take the dash action as a bonus action. Additionally, you ignore any drawbacks caused by a deep, underwater environment.
Scuba Bubble: You can trap air in a bubble under the base of your elytra as you dive underwater. This bubble supplies air to your whole body. You can hold your breathe for 15 minutes while underwater, then the bubble will run out of air.
Suction Cups: You have suction cups on your hands that help grip things underwater, but are also useful on land. You have advantage on ability checks to avoid being disarmed and to maintain a grapple. Additionally, you have advantage on ability checks to avoid being moved against your will or knocked prone while you are climbing.
Rhino
Rhinos are the largest, hardiest, and most warlike Beetlefolk, relishing the rush of battle. Their signature feature is their set of large horns. These horns vary in length, shape, and number from person to person. All rhinos have one horn on their forehead and one or two supporting horns coming out of their upperback. They enjoy wrestling with these horns in thier free time and in combat they use them to grab foes and lift them into the air.
Ability Score Increase: Your Strength score increases by 2.
Size: Rhinos stand at an average of 6 feet, not including their horns, which can be up to 3 feet long. Their average weight is about 250 pounds. Your size is medium.
Speed: Your base walking speed is 25 feet.
Horns: Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. These horns work together to function as plier-like tools and weapons. You are able to grapple creatures your size or smaller with your horns. If you successfully grapple a creature in this way, you can choose to deal damage as if you hit them with your horn attack. While a creature is being grappled by your horns, you can not use them to make an attack.
Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Natural Armor: You have a thick exoskeleton. 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.
Languages. Common and 1 extra language of your choice.