Chronnac

The Chronnacs are a race of beetle-like people. They tend to live in hives and so have a minimalistic sense of self. They don’t use pronouns instead speaking in the third person. Chronnacs can live in almost any environment and can eat almost anything. They generally keep to themselves but sometimes individuals who have split off from their hive will work with local towns. The most famous of these separated is a band of four Chonnacs bards known as the Beetles.

Appearance
Chronnacs look like anthropomorphic beetles. There is no specific description besides that since they have a wide variety of appearance based on type.

Environment
Chronnacs are capable in adapting to whatever environment they find themselves in. As such they exist in a wide variety of environments. Chronnacs can be found in arctic wastelands and deserts and anywhere in between. Chronnacs tend to live in hives and so they are usually a hive mind, sometimes one separates but usually live in appropriate environments.

Ability Score Increase
Your Constitution score increases by 2.

Age
Chronnacs have shorter lifespans than humans. They reach maturity at about 12 years old and can live to 60.

Alignment
Chronnac society, with its clear roles and tasks, has a strong lawful bent. Their sense of fairness, balanced with an emphasis on self-sufficiency and personal accountability, pushes them toward lawful.

Size
Chronnacs did away with flitting about and chittering along, you crash through the underbrush unafraid with chitin shining. You average between 6 and 8 feet tall and weigh between 225-425 pounds. You are medium size.

Earth Attuned
Your kind are naturally attuned to the rock and soil and can sense subtle shifts in the earth. You have tremorsense in a 60-foot range, this ability only functions on natural earthen substrates such as rock, sand, or soil and does not function on worked stone or any artificial surfaces.

Inbuilt Armor
Your design had protection in mind with layers of thick plating. You can choose to forgo this protection, but removing and installing your inbuilt plating is an arduous process requiring 1 hour of work. If you choose to utilize your inbuilt armor, you have an AC of 16 and are considered to be wearing heavy armor, you are considered proficient with this armor and resting while doing so does not incur exhaustion. You may benefit from a shield as normal. Whenever you are dropped to 0 hit points while using your inbuilt armor, your armor becomes damaged. The AC provided by your inbuilt armor is reduced by 1 for each time you are reduced to 0 hit points. This damage will remain until you have a chance to carefully repair it during a long rest.

Languages
You can speak, read, and write Common and Chronnac.

Uninitiated
Your kind are ignorant of many historical facts, you make all Intelligence (History) checks at disadvantage.

Lucanalid
Lucanalids have learned to adapt to harsh volcanic climates. Their shells have taken on a red coloring to blend into the environment. They have also adapted to extreme heat and elevation changes.

Ability Score Increase
Your Dexterity score increases by 1.

Natural Climber
Your base walking speed is 30 feet. You have a climbing speed of 30 feet.

Pincer
Your kind possess fearsome pincers. You can use your pincers to make unarmed strikes. If you hit with it, you deal 1d6 piercing damage, instead of the bludgeoning damage normal for an unarmed strike.

Fireproof
You have resistance to fire damage.

Heraclid
Heraclids live in mountainous regions and have evolved to act like lightning rods. They can absorb static electricity from the air or lightning in the area and use it as a defense mechanism.

Ability Score Increase
Your Strength score increases by 1.

Gliding Wings
Your kind possess smaller wings, ill-suited for proper flight but well-shaped for gentle gliding. Your base walking speed is 30 feet. You have a flying speed of 30 feet, however, you cannot move upwards using this flying speed and whenever you use this flying speed you must end your movement at least 10 feet lower from where you started.

Grounded
You have resistance to lightning damage.

Lightning Rod
Whenever another creature makes a ranged attack or casts a spell at range that deals lightning damage and that creature or the target is within 30 feet of you, you must make a Dexterity saving throw against the spell save DC (or the attack roll). On a failure the lightning arcs out at you as well and you also suffer the effect of the attack or spell.

Lightning Horn
Your kind are able to fire pulses of lightning out of their horn. This is a natural weapon, which you can use to make melee or ranged natural weapon attack with a range of (25/50). If you hit with it, you deal lightning damage equal to 1d4 + your Dexterity modifier. Once you use this, you cannot use it again until you take a short or long rest or take lightning damage.

Sagralid
Sagralids have learned to adapt to forest and jungle climate. Since many things in the environment are poisonous or venomous they have adapted to become more resistant to this. They also are skilled at moving around in the forest.

Ability Score Increase
Your Wisdom score increases by 1.

Forest Scuttle
Your base walking speed is 30 feet. You have a climb speed of 20 feet. You make all checks or saves to resist being knocked prone at advantage. You can maintain a low profile without sacrificing speed. You do not incur a movement penalty when prone and can move at your full movement speed. While prone you can move stealthily without incurring a speed penalty and have advantage on stealth checks.

Poison Resistance
You have advantage on saving throws against the poisoned condition, and you have resistance against poison damage.

Chryolid
Chryolids live in the harsh frozen tundra and nearby taiga environments or on the snow caped areas of mountains. They have a pale blue color that blends in well with snow. The areas where they live tend be slightly hilly so they have adapted to move downhill very quickly to avoid predators.

Ability Score Increase
Your Intelligence score increase by 1.

Tuck and Roll
Your kind can curl into a ball for protection and quick downhill escapes. You have a base walking speed of 30 feet. As an action you can curl into a ball or uncurl from a ball. While curled into a ball you gain a +2 bonus to your AC and you cannot perform any actions other than movement, and uncurling from your balled up state. While curled into a ball, you move at ¼ speed in difficult terrain (moving 5 feet in difficult terrain costs 20 feet of speed) and you treat ascents such as stairs or steep inclines as difficult terrain. While curled into a ball, you can use your bonus action to move up to 40 feet if all of that movement is spent descending a steep decline (such as moving down a steep hill or a flight of stairs).

Insulated
You have resistance to cold damage.

Little Arms
Your kind has small forelimbs in proportion to your size, making wielding weaponry with them difficult. You may not wield martial weapons.

Agrilid
Agrilids live in marshes and have adapted the ability to spit acid in order to partially digest food before they consume it, they also use this to trap/kill prey that walk into said acid.

Ability Score Increase
Your Charisma score increase by 1.

Nonreactive Physiology
You have resistance to acid damage.

Spit Acid
our kind can draw upon reservoirs of foul acidic ichor to spit at your enemies. Your acid is a natural weapon, which you can use to make ranged unarmed strikes with a range of (20/40). If you hit with your venom, you deal 1d4 acid damage instead of the bludgeoning damage normal for an unarmed strike.

Weak Forelimbs
Your kind have traditionally hunted at a range or by trapping prey and as such lack physical strength. You make Strength saving throws at disadvantage.