Kabutians are humanoid creatures with hard carapaces  and six limbs. They live in the underdark, just at the surface level before the deep tunnels begin in large collectives and hives that have the potential for natural light. They are natural workers of the earth and tend to form very peaceful societies. Kabutians hae an innate love and drive for community that is one of their most common traits, they are raised to believe that the community is the heart of their people and that everyone in it deserves the same rights and protections. They're social life is devoid of a proper class system, their cities are run purely by democracy and the wealth is distributed evenly among the community. This leads to confusion when they travel to the cities above and often a great deal of mistrust with other races who they see as greedy and often cruel. The only race that they form a close bond with innately are the halflings who live above them. Halfling shire's tend to have extremely well cared for and rich soil and this is often, in part due, to the fact that beneath the shires Kabutian cities are often founded.
The Kabutians come in three different subspecies. Jumpers, Beetles, and Crawlers.
Kabutian Traits
Kabutians are natural burrowers and share an intense mental connection with those of their home brood allowing them to tap into the skills of their ancestors momentarily.Alignment.
Most Kabutians are lawful, believing firmly that the best course of action to protect their people is to keep their society well organized and structured. They tend towards good, as the safety of others within the community means safety for themselves as well.
Size.
Kabutians stand between 4 '6 and 5'8 and average about 125 pounds. Your size is medium.
Speed.
Your base walking speed is 30 feet. Your ability as a natural burrower allows you to dig through soft dirt, gravel and sand almost as easily as you can walk, your Burrow speed is 20 feet.
Darkvision.
Accustomed to life in the underdark 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 grey.
Kabutian Acid
As a bonus action you can pull up a ball of your acidic saliva and spit it out like a ranged weapon. You use your Dex to attack. The spit has a range of 15 feet and deals 2d4 acid damage when it hits. This ability recharges every 1d4 rounds.
As you grow stronger so does the power of the acid your body produces, to 4d4 at level 8 and 6d4 at level 16.
Kabutian Additional Limbs
As a Kabutian you have four arms. One hand is considered its primary hand; all others are considered off hands. It can use any of its hands for other purposes that require free hands. If you take your bonus action to fight with two weapons as with Two-Weapon Fighting you can make an attack with each off-hand that has a light weapon in it. However the first attack after the first off-hand strike has a -2 penalty to hit, and the fourth attack would be made at a -4 penalty to hit.
Sturdy Carapace
Your body is made of sturdy exoskeleton and hard carapace. Your AC is increased by 1 due to the toughness of your natural armor.
Languages.
You can speak, read and write Common, and Halfling. Â Kabutians also have a language that is unique to heir species that relies on the release of pheromones and slightly body movements that only another Kabutian can understand. Kabutian mandibles make softer, more flowing languages more difficult to speak. Elven and Sylvan provide specific challenges to express themselves clearly.
Ability Score Increase
Your Wisdom score increases by 2.
Age.
Kabutians age at a slightly faster rate as humans. They reach maturity at age 14. On average, they live about 75 years.
Sub-races.
Beetle
Beetle Kabutians are the sturdiest of the race, often the heaviest as well. They are capable of producing much stronger acids in their bodies and are known as having the thickest of armor.
Beetle Shell
Beetle Kabutians have a much stronger carapace then Jumpers of Crawlers, they're AC is increased by 2 due to Natural Armor. This replaces the base Kabutian Natural Armor bonus.
Bile Ball
This Ability replaces the Kabutian racial trait Kabutian Acid. A beetle's acid spit is much thicker and powerful. As an action you can pull up a ball of your acidic saliva and spit it out like a ranged weapon. You use your Dex to attack. The spit has a range of 25 feet and deals 2d6 acid damage when it hits. Any creature in 5 feet of the target must make a Dexterity Saving Throw, the save DC is 8+ your Proficiency modifier+ your Con mod. On a fail they take 2d4 poison damage, on a success they avoid all damage. This ability recharges in 1d4 rounds after being used.
Ability Score Increase.
Beetles are supernaturally sturdy. Your Constitution score increases by 1.
Crawler
Some Kabutians are born of much smaller stock and keener eyes. These Kabutians make up the bulk of any construction forces that Kabutian cities require in their construction as they are the strongest burrowers.
Ability Score Increase
Your Charisma score increases by +1
Improved Burrowing
Crawlers are the greatest Burrowers of the Kabutian people. This ability replaces the Kabutians normal Burrowing speed of 20 feet. Instead your Burrowing speed increases to 40 feet. Over the course of an hour a Crawler can use this ability to burrow a stable tunnel out capable of housing a medium sized creature. They can continue to spend one hour per medium sized creature to create a burrow that is stable, 40 feet under ground. For each hour they spend it increases the capacity of the burrow by 1 medium sized character.
Size.
Crawler's are often between 2'9 to 4 feet and weigh on average 66 pounds. Your size is Small. This replaces the Kabutians normal medium size.
Jumper
Some Kabutians are born lithe and tall with powerful legs and the ability to hover/increase their jump distance thanks to the power of wings growing from their body. Jumpers can grow taller then 6 feet, much taller then regular Kabutians and are often more thin.
Ability Score Increase
Your Dexterity score increases by 1.
Great Leap
As a bonus action a Jumper Kabutian can move half of their total movement as a flying action. (A regular Kabutian could use a bonus action to Fly 15 feet).
Earhtly Nimblness.
Jumper Kabutians have a natural litheness and ability to contort their bodies into the best way to avoid falling or catch themselves. Jumpers have advantage on Dexterity saving throws to prevent themselves from falling, going prone, stumbling, loosing their footing, or sliding. They may also chose to use their Acrobatics skill to avoid being caught in a grapple.
This race -is- available on DnD Beyond, BUT I will warn, it was my first time making something like this and I think I’ve missed a few of the correct like options. I’m fairly certain if you use it on DnD Beyond it will not show the acid spit as an action ^^; my bad. I’ll get better with practice.Â
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So if people want to read more about the setting that the Critidiots play in (and where I run MANY of my pathfinder and dnd based campaigns) then you can find out a brief history below and I’ll be doing geographical stuff and other extra tidbits for the campaign to promote listeners to get more interactive with this blog!Â
The Beginning Adventures of the Critidiots as they like to call themselves are set at the tale end of the 3rd Age of Tairur, specifically around the year 3A2398 give or take a few of the last digit. The history of Tariur, as calender's show goes back a total of about 25,000 years once encompassing the first and second ages, A.A. (after arrival)Â which refers to the gods arriving at the planet and choosing to populate it with their chosen races.Â
This calendar goes as follows
1A- The first Age known as the Age of Creation- this age follows the creation of what the gods refer to as sentient life, where their presence in the world as hidden in secrets and their children were little more than hunter gatherer’s working together to carve out a part of the world for themselves. This age ends with the arrival of the gods and the culmination of bronze age technology being disovered at around the year 15,354, As far as the gods can determine, future day archaeologists would argue this was probably a little too rough of an estimate based on their discoveries later, but it would do little to change old, no longer used calendars.Â
2A- The second age which follow goes on for just under 9,000 years follows the inclusion of the gods as physical beings in every day life and the improvement of life that comes with the working of bronze.What were once tribes of hunter gatherers and small, budding communities begin to develop into great empires that would endure for millennia. The humans, once divided by the massive inland sea bisecting the great Pangaea continent now able to interact with one another that the secrets of sea travel begin to unravel. Four divided people uniting under a single empire. While the Elves of the woods formed their own collection of city states, to be conquered in the early years of the age by a powerful empress to unite their people to a common cause. Wars between mortals run rampant through this age as all races attempt to carve a place for themselves, culminating in the largest war scene when the Thriband, the collective union of Orcs, Goblinkin, Trollkin and the Gorgoroth united their clans beneath the burning fist of a great war-chief and lead a campaign against the rest of the world that lasted just shy of 200 years, with the formation of the Thriband empire in earnest, a trading, and political super power. This age ended with the battle between Tempest, patron god of the barbarian like hunter gatherer’s in the northern waste lands against the Orcish God Oberran, lord of the storms.Â
3A- The third age, the age where the Critidiots find their journey beginning, started with the death of a man named Beocartharg, a human general and warlord who was dear friends with the God Tempest, his most trusted general and the lover of the Goddess Meridian. Who was slain in combat against the Orc god Oberran and the Primal White Dragon Avalanche (third son of Bahamut). The broken hearted goddess traveled to limbo to barter for the release of her lovers soul into her care with Mannimarco, the human lord of death and controller of all mortal souls. However Mannimarco refused to relinquish the mortal’s soul, draining great power from the once living mortal who was for all intents and purposes a demi-god. This betrayal of the code, that those who serve their gods faithfully or lived their life in accordance to their gods creed could be taken by their god from Mannimarco to their true afterlife created a divide between the gods. The mortal gods of good broke against the evil aligned gods and what started with just their pantheon quickly devolved into an all out war between deities that would last for nearly 2500 years. While dealing wth internal conflicts the humans found themselves at war with the elves over territory, while the Thriband, in the chaos, attempted to build a stronger foothold foritself on the backs of soldiers. Dwarven gods battled their betrayers, the bringers of the Druegar and the agents of the Enemy crawled out from their shadows to spread strife between the followers of other gods, inciting wars and deaths that woul alter the shape of pantheons for millennia to come.Â